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SRD 1E Monsters A-F

Monster Reference

Animal/Critter

For dire animal abilities, see Dire Animals.

All bats have the following abilities:

Dire Rat

Normal 1st level Mook Beast Initiative: +2 Infected bite +5 vs. AC—4 ongoing damage Nastier Specials Squealing pack attack: This creature gains a +1 attack bonus per other dire rat engaged with the target it’s attacking. AC PD MD HP 15 15 10 6

Giant Ant

Normal 0 level Troop Beast Initiative: +0 Mandibles +5 vs. AC—3 damage Natural 16+: The target also takes 1d3 ongoing acid damage. Wall-crawler: A giant ant can climb on ceilings and walls as easily as it moves on the ground. AC PD MD HP 14 13 9 20

Giant Scorpion

Normal 1st level Wrecker Beast Initiative: +6 Pincer +6 vs. PD—1 damage, and the scorpion gains a +2 attack bonus against the same target this turn with its stinger attack. Limited use: 2/round, each requiring a quick action. (Hitting the same target twice with pincer gives the stinger attack a +4 bonus.) Stinger +6 vs. AC—3 damage, and 3 ongoing poison damage AC PD MD HP 16 15 10 22

Swarm of Bats

Normal 1st level Spoiler Beast Initiative: +5 Vulnerability: thunder C: Swarming bites +7 vs. PD (1d3 nearby enemies)—2 damage, and after the attack, the swarm of bats engages one of the targets Natural even hit: The target is hampered until the end of its next turn. It can end the effect by attacking the swarm, or if the swarm drops to 0 hp. No opportunities: The swarm of bats can’t make opportunity attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn. AC PD MD HP 16 16 11 30

Bat Cavalry

Large 2nd level Wrecker Beast & Humanoid Initiative: +6 Vulnerability: thunder Fangs, wings, and sword +8 vs. AC—Damage and effect depends on the natural roll Natural even hit: The target takes 10 damage from a sword strike, and the bat cavalry pops free from the target and can move as a free action. Natural even miss against a target taking ongoing damage: The target takes 6 damage from clawing wings. Natural odd hit: The target takes 8 damage, and 5 ongoing damage from bat fangs. Natural 2–5: In addition to any other effect, the bat cavalry pops free from the target, and as a free action, it can move to another nearby enemy and make a fangs, wings, and sword attack against it. R: Thrown javelin +5 vs. AC—8 damage Resist ranged damage 16+: When a ranged attack targets this creature while it’s flying, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. (Shifty spinning bats are hard to hit unless they’re grounded or stuck.) Skittish: A bat cavalry engaged with a conscious enemy after attacking it will attempt to disengage and fly into the air if it has a move action remaining that turn. Nastier Specials Blood drinker: When the bat cavalry drops an enemy to 0 hp or below, it continues to attack that enemy (until it dies) instead of attacking other enemies. AC PD MD HP 19 17 14 70

Dire Bat

Normal 2nd level Troop Beast Initiative: +8 Vulnerability: thunder Fangs and wings +6 vs. AC—5 damage, and 5 ongoing damage Natural 2–5: The dire bat pops free from the target and can move as a free action. Resist ranged damage 16+: When a ranged attack targets this creature while it’s flying, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. (Shifty spinning bats are hard to hit unless they’re grounded or stuck.) Skittish: A dire bat engaged with a conscious enemy after attacking it will attempt to disengage and fly into the air if it has a move action remaining that turn. Nastier Specials Blood drinker: When the dire bat drops an enemy to 0 hp or below, it continues to attack that enemy (until it dies) instead of attacking other enemies. Dire: This bat is a dire animal. AC PD MD HP

Hunting Spider

Normal 2nd level Wrecker Beast Initiative: +6 Bite +6 vs. AC—8 damage Natural 16+: The target also takes 1d8 ongoing poison damage. Scuttle: A hunting spider can turn its own failed disengage check into a success by taking 1d4 damage. Wall-crawler: A hunting spider can climb on ceilings and walls as easily as it moves on the ground. AC PD MD HP 17 14 11 34

Giant Web Spider

Large 2nd level Blocker Beast Initiative: +6 Bite +7 vs. AC—5 damage, and 5 ongoing poison damage Natural even hit: The target also takes 2d6 ongoing poison damage if it’s dazed or stuck. C: Web +7 vs. PD (up to 2 nearby enemies in a group)—3 damage, and the target is dazed until the end of the spider’s next turn Natural 18+: The target is also stuck until the end of the spider’s next turn. Wall-crawler: A giant web spider can climb on ceilings and walls as easily as it moves on the ground. AC PD MD HP 17 16 12 68

Wolf

Normal 1st level Troop Beast Initiative: +4 Bite +5 vs. AC—5 damage Pack attack: This creature gains a +2 bonus to attack and damage for each other ally engaged with the target (max +4 bonus). AC PD MD HP 17 15 11 28

Bear

Normal 2nd level Troop Beast Initiative: +4 Bite +7 vs. AC—6 damage Natural even hit: The target takes +1d6 damage from a claw swipe. AC PD MD HP 17 16 12 45

Dire Wolf

Large 3rd level Troop Beast Initiative: +6 Vicious bite +8 vs. AC—18 damage Pack attack: This creature gains a +2 bonus to attack and damage for each other ally engaged with the target (max +4 bonus). Chilling howl: Whenever a dire wolf’s attack drops an enemy to 0 hp or below, all dire wolves in the battle can howl as a free action. When the wolves howl, each enemy in the battle takes a penalty to its attacks and all defenses equal to the number of living dire wolves in the battle (max –5) until the end of the attacking wolf’s next turn. New howls extend the duration of the current howl rather than downgrading the howl’s effect if dire wolves have been slain in the meantime. One dire feature: Roll randomly unless you know this beast’s story already. AC PD MD HP 17 17 13 80

Goblin Bat Mage

Normal 3rd level Spoiler Beast & Humanoid Initiative: +7 Vulnerability: thunder Bloody fangs +7 vs. AC—6 damage, and 6 ongoing damage Natural 2–5: The goblin bat mage pops free from the target and can move as a free action. R: Blood bolt spell +7 vs. PD—8 negative energy damage Natural even hit: If target is staggered after taking the damage, it’s also hampered until the end of its next turn. Natural odd hit: One random nearby ally of the target takes 2d6 negative energy damage. Resist ranged damage 16+: When a ranged attack targets this creature while it’s flying, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Skittish: A goblin bat mage engaged with a conscious enemy after attacking it will attempt to disengage and fly into the air if it has a move action remaining that turn. Unwieldy flyer: When the goblin bat mage is staggered, it must roll an immediate save. On a failure, it loses its ability to fly until the end of its next turn. If flying near the ground, it lands immediately. If flying far away from the ground, it lands badly and takes 15 damage. AC PD MD HP 19 16 16 44

Dire Bear

Large 4th level Troop Beast Initiative: +7 Bite +8 vs. AC—24 damage Natural even hit: The target takes +2d6 damage from a claw swipe. Savage: The dire bear gains a +2 attack bonus against staggered enemies. One dire feature: Roll randomly unless you know this beast’s story already. AC PD MD HP 19 19 14 130

Dire Boar

Large 5th level Troop Beast Initiative: +6 Battle-hardened tusks +13 vs. AC—22 damage Natural 16+: The dire boar can make a bash attack against a different target as a free action. [Special trigger] Bash +10 vs. PD—The target is weakened (–4 to attacks and defenses) until the end of the boar’s next turn Bestial durability: When an enemy’s attack has an effect on the dire boar other than damage, the boar can roll an immediate hard save (16+); on a success, it negates that effect. Last stand: The boar doesn’t die until it reaches –60 hp. While at 0 hp or below but more than –60 hp, it must roll a normal save at the end of each of its turns; on a failure it dies. (Fighting dire boars always presents a choice for the PCs: pile on damage to drop it to –60 hp, or trust the save roll to go their way.) One random dire feature: Use the dire features table. Nastier Specials Furious streak: When the dire boar can make a bash attack, if it isn’t engaged with a different enemy, as a free action it can pop free of the enemy engaged with it and move to a nearby enemy to make that bash attack. AC PD MD HP 18 16 12 180

Thunder Bat

Normal 5th level Archer Beast Initiative: +13 Fangs +10 vs. AC—15 damage Natural even hit against a dazed enemy: The target takes 20 ongoing thunder damage. C: Thunder screech +10 vs. PD (1d3 nearby creatures in a group)—12 thunder damage Natural even hit: The target is dazed (save ends). Resist ranged damage 16+: When a ranged attack targets this creature while it’s flying, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Resist thunder 18+: When a thunder attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Unwieldy flyer: When the thunder bat is staggered, it must roll an immediate save. On a failure, it loses its ability to fly until the end of its next turn. If flying near the ground, it lands immediately. If flying far away from the ground, it lands badly and takes 25 damage. AC PD MD HP 22 18 15 70

Dire Tiger

Large 6th level Troop Beast Initiative: +9 Crushing jaws and shredding claws +11 vs. AC (2 attacks)—17 damage [Special trigger] Pounce +13 vs. AC—38 damage, and the target is hampered while it’s engaged with the tiger Pouncing opportunity: When an enemy moves to engage the dire tiger while it’s unengaged, it can meet that enemy halfway and make a pounce atStack as an interrupt action before the target’s attack. Springing attack: If the dire tiger is unengaged and moves to engage an enemy (with a springing leap), it can make a pounce attack as a standard action. One random dire feature: Use the dire features table. AC PD MD HP 20 19 15 160

Giant Praying Mantis

Large 8th level Blocker Beast Initiative: +14 Jagged claws +13 vs. AC (2 attacks)—30 damage, and if the target’s initiative bonus is +10 or less, the target is grabbed until it disengages or until the mantis makes a jagged claws attack against a different target Close fighting: When an enemy fails a disengage check against the dire mantis, the mantis can make an opportunity attack against it. Big but brittle: While the dire mantis might rate as a huge monster in terms of size, its stats are based on those for a large monster. One random dire feature: Use the dire features table. Nastier Specials Clacking mandibles: When the dire mantis starts its turn grabbing an enemy, it can make a chomp attack against that enemy as a free action. Chomp +15 vs. AC—40 damage AC PD MD HP 25 21 17 320

Wraith Bat

Normal 9th level Mook Undead Initiative: +14 Ghostly fangs +14 vs. PD—25 negative energy damage, and the target takes +1d8 negative energy damage for each relationship point it has with the bat’s associated icon. C: Spiraling assault +14 vs. PD (1d3 nearby enemies)—22 negative energy damage, and after the attack the wraith bat teleports to and engages with one target it hit. Limited use: Regardless of the number of wraith bats in the battle, only one wraith bat can use this attack each round. Ghostly: This creature has resist damage 16+ to all damage except force damage, which damages it normally. A wraith bat can move through solid objects but it can’t end its movement inside them. AC PD MD HP 24 23 20 36

Ankheg

Large 2nd level Troop Beast Initiative: +8 Mandibles +7 vs. AC—8 damage Natural even hit: If the target is small, the ankheg grabs it. While the ankheg is grabbing a creature, the only legal target for its mandibles attack is the grabbed creature. C: Acid spit +7 vs. PD (one nearby enemy, plus any enemy the ankheg has grabbed)—5 ongoing acid damage Limited use: 1/round, as a quick action. Escape speed: At the end of the ankheg’s turn, roll a d6. If it’s equal to or less than the escalation die, the ankheg can move again as a free action. AC PD MD HP 19 17 11 60

Azer

Azer Soldier

Normal 4th level Troop Dwarf Initiative: +7 Red-hot hammer +9 vs. AC—8 damage Natural even hit or miss: 4 ongoing fire damage. R: Throwing axe +9 vs. AC—7 damage Blistering heat: When an enemy engaged with the azer attacks it, that enemy takes 2 fire damage. Fighting surge: Once per battle when an attack crits the azer but doesn’t kill it, the azer can heal 4d6 hp. Cold haters: The azer adds the escalation die to its attacks against a target that is capable of dealing cold damage with a spell, attack, or magic item. Fire resistance 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. AC PD MD HP 20 17 14 50

Fire Bat

Normal 3rd level Mook Beast Initiative: +9 Burning claws +8 vs. AC—2 damage, and 2 fire damage Fiery flier: An unengaged fire bat can move, make a burning contrail attack, and move away from the target as a standard action without taking an opportunity attack from the target. Burning contrail +7 vs. PD—5 fire damage Blistering heat: When an enemy engaged with the fire bat attacks it, that enemy takes 2 fire damage. Fire resistance 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Flight: Fire bats are agile fliers, especially when riding hot air currents. They slow down a bit away from warmth. AC PD MD HP 18 16 11 10

Magma Brute

Normal 3rd level Wrecker Construct Initiative: +4 Vulnerability: cold Blazing-hot iron fists +8 vs. AC (2 attacks)—6 damage Natural 16+: The target takes 6 extra fire damage. C: Molten spray +7 vs. PD (1d2 + 1 enemies engaged with the brute)—8 fire damage, and the brute loses 12 hit points. Limited use: 1/battle, only while the brute is staggered. Blistering heat: When an enemy engaged with the brute attacks it, that enemy takes 2 fire damage. Fire resistance 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. AC PD MD HP 19 18 12 46

Basilisk

Large 4th Level Wrecker Beast Initiative: +3 Multi-legged attack +8 vs. AC (3 attacks, each against a different enemy)—12 damage Natural 16+: The target takes 5 ongoing poison damage. Basilisk’s stare: When a basilisk hits an enemy that is already taking ongoing poison damage, the basilisk can make a basilisk’s stare attack against the target as a free action. [Special trigger] C: Basilisk’s stare +8 vs. MD—5 ongoing poison damage, and the target must start making last gasp saves depending on the basilisk’s type (see below) as it accidentally takes a full look at the basilisk. Constructs and undead are immune to this effect. Last Gasp Failed Save Effects Green Basilisk Failed save: The target takes 25 poison damage as its blood turns to poison. Fourth failed save: The target’s body liquefies and they die. Red Basilisk Failed save: The target takes 15 fire damage, and each of the target’s nearby allies takes 5 fire damage as the target’s blood boils under their skin and sprays outward in gouts of liquid fire. Fourth failed save: The target’s body ignites as their flaming skull shoots upward on a jet of burning blood, killing them. Black Basilisk Failed save: The target’s blood begins to coagulate and harden, and dust puffs out of their lungs through their mouth. Fourth failed save: The target’s body turns to stone and they die. White Basilisk Failed save: The target begins to evaporate. The target must make an immediate normal save (11+) or it loses a chunk of flesh or a limb, whatever is dramatic but will allow the creature to survive (perhaps with minuses until healed). Fourth failed save: The target’s body explodes into a fine red mist and they die. Resist melee damage 18+: When a melee attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. An attacker can ignore this resistance by declaring they are looking directly at the basilisk during the attack. If they do, the basilisk can make a basilisk’s stare attack against them as a free action before the attack. Constructs and undead are not affected by this resistance. Stare-down: When an enemy makes a ranged attack against the basilisk, the basilisk can make a basilisk’s stare attack against them as a free action before the attack. Nastier Specials Death breath: Each creature engaged with the basilisk at the end of the basilisk’s turn takes 10 poison damage. AC PD MD HP 24 19 18 85

Bulette

Bulette

Large 5th level Wrecker Beast Initiative: +7 Gigantic claws +12 vs. AC (2 attacks)—15 damage Dual hit: If both claws hit during the same turn, the bulette can make a terrible bite attack during its next turn as a standard action. [Special trigger] Terrible bite +14 vs. AC—45 damage Miss: 22 damage. Blood frenzy: The bulette’s crit range expands to 16+ while the escalation die is 4+. Serious burrower: A bulette can burrow incredibly quickly for short distances. They’re renowned for the mounds of dirt and rock they push above them as they surge through the ground like land torpedoes. Nastier Specials Savage response: When an attacker scores a critical hit against the bulette and it survives, the bulette can make a terrible bite attack as a free action against one target engaged with it. AC PD MD HP 22 19 14 170

Green Bulette

Large 5th level Wrecker Beast Initiative: +12 Charging maw +12 vs. AC—30 damage Natural even miss: The target pops free from all enemies engaged with it and is vulnerable to all attacks (save ends). Leaping bite: The green bulette gains a +3 bonus to attack and damage with its first attack each battle. Into the earth: The first time each round an attack hits the bulette, it can choose to hunker down as a free action. If it does, it gains a +3 bonus to AC and PD until the start of its next turn. Force attacks and opportunity attacks don’t trigger this ability. If the green bulette hunkers down while it’s moving (for example, from a readied action), its movement ends that turn. Blood-frenzy escalator: While at least one creature in the battle is staggered or unconscious, the bulette gains a bonus to its attacks and damage equal to the escalation die but can’t use into the earth. Creatures that have no blood (constructs, oozes, plant creatures, etc.) don’t trigger this ability. Occasional burrower: Like all bulettes, the green bulette can burrow. While above ground, it prefers to move slowly on the surface and rely on its plant- and soil-covered shell to stay hidden until it attacks. AC PD MD HP 19 17 13 92

Lumberland Dirt-Fisher

Huge 5th level Wrecker Beast Initiative: +11 Tongue lash and bite +14 vs. AC (1d3 nearby enemies)—30 damage R: Sticky tongue +15 vs. PD—20 damage Natural even hit: The target pops free from all enemies engaged with it, is pulled into the pit with the dirt-fisher (who engages it), and loses its next move action. Climbing out of the pit requires a move action and a DC 20 check. If the bulette is not in its pit, the bulette pulls the target to itself and engages it. Hole digger: A dirt-fisher can burrow incredibly quickly for short distances, but it prefers to attack from within its pre-dug trap-door pit. It usually has a few pits dug nearby if forced to leave its current pit. Into the earth: The first time each round an attack hits the dirt-fisher, it can hunker down and pull the lid on its pit shut. If it does, it gains a +3 bonus to all defenses until the start of its next turn, and any creature in the pit takes a –5 penalty to checks to climb out of the pit. Force attacks and opportunity attacks don’t trigger this ability. Nowhere to run: The dirt-fisher deals double damage against creatures engaged with it in its pit. AC PD MD HP 17 15 11 135

Ravenous Bumoorah

Normal 5th level Wrecker Beast Initiative: +13 Land-shark maw +15 vs. AC—14 damage Natural even hit: The target takes 10 thunder damage. Blood-frenzy escalator: While at least one creature in the battle is staggered or unconscious, the bulette gains a bonus to its attacks and damage equal to the escalation die. Creatures that have no blood (constructs, oozes, plant creatures, etc.) don’t trigger this ability. Earth surge: Whenever the bumoorah takes damage from an attack, it rolls a save; on a 16+ it can immediately dive beneath the ground, preventing further attacks against it until it surfaces at the start of its next turn. Force attacks and opportunity attacks don’t trigger this ability. Serious burrower: The bumoorah can burrow incredibly quickly for short distances. Bumoorahs are renowned for the dust-spurts and vibrating sound they generate as they shoot through the ground like hungry spears. AC PD MD HP 17 15 11 46

Deep Bulette

Huge 9th level Wrecker Beast Initiative: +10 Pulverizing maw +15 vs. AC (1d3 enemies)—90 damage Miss: 45 damage. Blood frenzy: The deep bulette’s crit range expands by 4 while the escalation die is 4+. Tunnel fighter: While fighting in a tunnel with nowhere for its enemies to move but ahead of it, the deep bulette gains the following abilities based on the escalation die: Escalation die is odd: When the bulette hits an enemy engaged with it with an attack, that target pops free from it and is hampered (save ends). Escalation die is even: The deep bulette engages each nearby enemy in front of it as it pushes its bulk inexorably forward down the tunnel. Enemies pushed ahead of it this way don’t get to make opportunity attacks. AC PD MD HP 25 23 19 378

Centaur

Centaur Lancer

Normal 4th level Troop Humanoid Initiative: +9 Charging lance +10 vs. AC—15 damage, and the target pops free from the centaur Hit ’em hard: The crit range of the attack expands by 2 and instead deals 20 damage on a hit if the centaur first moves before attacking an enemy it wasn’t engaged with at the start of its turn. Natural 18+: The target is also dazed until the end of its next turn. Spear +9 vs. AC—13 damage Natural even hit: The centaur lancer can make a kick attack as a free action. Kick +8 vs. PD (1d2 enemies engaged with the centaur)—The target takes 5 damage and pops free from the centaur. Harnessed speed: The centaur lancer gains a +4 AC bonus against opportunity attacks. AC PD MD HP 20 17 14 60

Centaur Raider

Normal 5th level Wrecker Humanoid Initiative: +10 Hoof and weapon +10 vs. AC—15 damage Natural even hit: As a free action, the centaur raider can move and make another hoof and weapon attack against a different nearby enemy (it will take opportunity attacks for moving). R: Short bow +9 vs. AC—18 damage Natural 16+: The centaur raider can take an additional move action this turn. Harnessed speed: The centaur raider gains a +4 AC bonus against opportunity attacks and only takes half damage from opportunity attacks that hit it. Nastier Specials Barreling charge: When the escalation die is even, the centaur raider can use a standard action and a move action to make a sweeping blow attack against multiple enemies as it moves past them (it will take opportunity attacks). It ends this move and attack unengaged. Sweeping blow +10 vs. AC (1d3 nearby enemies)—15 damage, and the target loses its next move action. AC PD MD HP 20 19 14 70

Centaur Champion

2x 6th level Leader Humanoid Initiative: +12 Two-handed sword +11 vs. AC (2 attacks)—20 damage Champion’s challenge: If the centaur champion scores a crit against the target, it can challenge that enemy. If it does, until the end of the battle the champion and the target each take a –4 attack penalty against any target except the other. If the centaur champion dies or challenges a new foe, the old challenge is canceled. Crushing hooves +10 vs. PD (2 attacks)—13 damage, and the target is vulnerable until the start of its next turn Hooves and slash: As a standard action, the centaur champion can make a crushing hooves attack and a single two-handed sword attack (one attack roll) against the same enemy. Leader of the clan: When the centaur champion engages an enemy, each other centaur ally engaged with that creature can pop free from it. Moving combatant: The centaur champion gains a +4 AC bonus against opportunity attacks and only takes half damage from opportunity attacks that hit it. When an enemy makes an opportunity attack against it and misses, that enemy takes 20 damage from a counter-attack. Nastier Specials Chief’s challenge: When the champion issues a champion’s challenge, it only takes a –2 attack penalty against other enemies than its chosen foe, but that enemy still takes the –4 attack penalty. In addition, the champion can use champion’s challenge as a free action when it becomes staggered. Champion’s scorn: Each of the champion’s centaur allies in the battle gains a +5 damage bonus with ranged attacks. AC PD MD HP 22 20 16 170

Centaur Ranger

Normal 6th level Archer Humanoid Initiative: +13 Twin scimitars +10 vs. AC (2 attacks)—10 damage R: Longbow +11 vs. AC—20 damage Natural even hit: The centaur ranger can take an additional move action this turn. Natural 16+: The centaur ranger can make a second (but not a third) longbow attack this turn as a free action. Moving combatant: The centaur ranger gains a +4 AC bonus against opportunity attacks and only takes half damage from opportunity attacks that hit it. When an enemy makes an opportunity attack against it and misses, that enemy takes 10 damage from a counter-attack. Terrain familiarity: Once each round when the escalation die is odd, the centaur ranger can make use of the area’s terrain to its advantage as a free action. It can choose either to gain a +2 attack bonus for its attacks that turn, or to gain a +2 bonus to all defenses against the next attack that targets it by using a flashy or tricky maneuver (leaping off a rock over an enemy, stirring up a hornet’s nest near an attacker, etc.). The target of its attack or a creature attacking it when it attempts this stunt rolls a normal save; on a success, the bonus is negated. Nastier Specials R: Pinning volley +11 vs. AC (2 attacks)—8 damage, and the target is hampered until the end of its next turn Natural 18+: The target is stuck (save ends) instead of hampered. Limited use: 2/battle. AC PD MD HP 22 20 16 85

Chaos Beast

Chaos Glorp

Normal 4th level Mook Aberration Initiative: +5 Oozespasm +8 vs. AC—3 ongoing damage, or 10 damage if the target is already taking ongoing damage Miss: The chaos glorp pops free from all enemies and moves as a free action to engage a nearby enemy taking ongoing damage. Spontaneous chaos: When the escalation die reaches 6, the chaos glorp rolls a normal save. If it succeeds, it transforms into a chaos beast with full hit points. AC PD MD HP 17 16 13 20

Chaos Beast

Normal 4th level Troop Aberration Initiative: +6 Bestial chaos +9 vs. AC—Damage and effect depends on the natural roll Natural even hit: 7 damage, and the chaos beast can make another bestial chaos attack as a free action. Natural odd hit: 15 ongoing damage. Miss: The chaos beast pops free from all enemies and moves to engage a random nearby enemy as a free action, preferably one it wasn’t just engaged with. Chaos combined: Once a chaos beast is staggered, it can combine with another chaos beast next to it as a quick action to become a full-strength chaos brute acting on this beast’s initiative. Replace the other beast with a chaos glorp mook. AC PD MD HP 18 14 17 48

Chaos Brute

Large 4th level Wrecker Aberration Initiative: +8 Brute chaos +9 vs. AC—Damage and effect depends on the natural roll Natural even hit: 25 damage. Natural odd hit: 15 ongoing damage. Miss: 1d3 random nearby enemies each take 10 psychic damage. Chaos combined: Once a chaos brute is staggered, it can combine with another chaos brute or chaos beast* next to it as a quick action to become a full-strength chaos behemoth: the new creature rolls initiative as if it had just entered the battle. If a chaos beast and a chaos brute combine to create a chaos behemoth, the behemoth starts with 70 hp instead of 90 hp and takes a –1 penalty to all attacks and defenses. AC PD MD HP 20 17 13 60

Chaos Behemoth

Huge 4th level Spoiler Aberration Initiative: +5 Behemoth chaos +9 vs. AC—Damage and effect depends on the natural roll Natural even hit: 30 damage, and the chaos behemoth can make a mewhowlwail attack as a free action. Natural odd hit: 25 ongoing damage. Miss: 10 damage, and the target is hampered until the end of its next turn. Mewhowlwail +9 vs. MD (each nearby enemy)—10 psychic damage, and if the target is taking ongoing damage, saves against that ongoing damage become hard saves (16+) The betrayal of flesh: When a nearby enemy taking ongoing damage drops to 0 hp or below, add +15 to the amount of ongoing damage that enemy is taking as its body melts and warps. At the GM’s option, a creature slain in a battle involving a chaos behemoth might transform into a chaos glorp or chaos beast instead of having the decency to just die. AC PD MD HP 21 16 16 90

Chimera

Iconic Chimera

Large 8th level Wrecker Beast Initiative: +15 Fangs, claws, and horns +14 vs. AC (3 attacks)—25 damage Natural 14–15: The target is dazed until the end of the chimera’s next turn from a headbutt. Natural 16–17: The target takes 20 ongoing damage from raking claws. Natural 18–20: The chimera can make a fiery breath attack as a free action. [Special trigger] Fiery breath +14 vs. PD (up to 3 nearby enemies in a group)—3d10 fire damage Chimerical change: At the start of battle each PC rolls one icon relationship die of their choice and one die chosen from their relationships by the GM. A roll of 6 means the chimera has shifted in a manner that gives it a chimerical flaw (F) that the adventurers can exploit. A roll of a 5 indicates that the chimera gains both a flaw and a benefit associated with that icon. A result of 1 or 2 means that the chimera gains the icon’s chimerical benefit (B) without the flaw. Actual benefits and flaws are up to the GM, and should reflect the icons with which the players have relationships. (B) Bearded spell-eating head: When a spell attack misses the chimera, it has no miss effect and the chimera heals 40 hp. (F) Vulnerability, melee: The crit range of melee attacks against the chimera expands by 2. (B) Skin of indomitable faces: When the chimera saves against a condition, it becomes immune to that condition until the end of the battle. (F) Vulnerability, spells: The crit range of spell attacks against the chimera expands by 2. (B) Flaming oil glands: When a creature is engaged with the chimera at the start of its turn, it takes 20 fire damage. (F) Overconfident predator: Each time the chimera scores a critical hit, it takes a cumulative –2 penalty to all defenses. (B) Stone-studded dermis: Any damage dice that roll maximum damage against the chimera count as 1s. (F) Stubborn beast: The chimera won’t willingly disengage from a creature engaged with it. (B) Springing stag legs: When the escalation die is odd, the chimera gains an additional standard action that turn. (F) Overly gracile: The chimera’s form is unusually frail, and any damage dice that roll 1s against the chimera count as 2s. (B) Mane of scorpion tails: The chimera has a fear aura: Enemies engaged with the chimera who are below 48 hit points are dazed and can’t use the escalation die. (F) Golden fleece: The chimera has transformed itself into a form that’s gem encrusted with golden fur. When slain it will yield 1d6 x 100 gp per adventurer in gems and precious metals. At the GM’s say-so, knowledge of this bounty may grant particularly mercenary characters a +1 attack bonus against the chimera once it’s staggered. (B) Inferno belly: When the chimera makes a fiery breath attack, it can make another fiery breath attack that turn as a quick action. (F) Flammable blood: When the chimera rolls a natural odd miss with fiery breath, it takes 20 fire damage. (B) Wild heart: The chimera is constantly evolving and changing. When an enemy rolls a natural 1–5 on an attack roll against it, the chimera adds the escalation die to its attack rolls until the end of its next turn. (F) Vulnerability, poison: The crit range of poison attacks against the chimera expands by 2. (B) Bone plates: When an enemy rolls a natural even miss with a melee attack against the chimera, the weapon temporarily loses all its bonuses and powers and the wielder is weakened (save ends both). (F) Vulnerability, holy: The crit range of holy attacks against the chimera expands by 2. (B) Mighty tusks: As a standard action, the chimera can make a tusk charge attack. It can’t make any other attacks the same turn. Tusk charge +20 vs. AC—100 damage Limited use: Once the chimera has damaged an enemy with this attack, it can’t use tusk charge again until it drops an enemy to 0 hp or lower. (F) Too many horns: The horns and tusks of the chimera lock together at inopportune moments. When it rolls a natural 1–5 with an attack against multiple targets, it loses any further attacks that turn. (B) Eagle wings: The chimera can fly like an eagle, swooping in and out of the battle. (F) Vulnerability, negative energy: The crit range of negative energy attacks against the chimera expands by 2. (B) Poison fangs: When the chimera rolls a natural 1–5 with an attack and misses, the target takes 20 ongoing poison damage. (F) Bickering heads: The first time each turn the chimera hits with an attack, it rerolls the attack and takes the lower roll. (B) Draconic sinews: While not staggered, the chimera rolls 2d20 with its melee attacks and uses the higher roll. (F) Too many wings: Whenever the chimera moves, it rolls an easy save (6+). On a failure, it provokes opportunity attacks from each nearby enemy. AC PD MD HP 24 20 17 320

Chimera

Large 9th level Wrecker Beast Initiative: +15 Fangs, claws, and horns +14 vs. AC (3 attacks)—25 damage Natural 14–15: The target is dazed until the end of the chimera’s next turn from a headbutt. Natural 16–17: The target takes 20 ongoing damage from raking claws. Natural 18–20: The chimera makes a fiery breath attack as a free action. [Special trigger] Fiery breath +14 vs. PD (up to 3 nearby enemies in a group)—3d10 fire damage Bestial thresher: Whenever a creature misses the chimera with a melee attack, the chimera’s multiple sharp bits deal 3d10 damage to that attacker. Nastier Specials Now it’s angry: When an attacker scores a critical hit against the chimera and it survives, its attack rolls on its next turn deal the effects of the lower rolls as well as their own results. AC PD MD HP 24 20 16 320

Chuul

Chuul

Large 6th level Spoiler Aberration Initiative: +11 Crushing claws +11 vs. AC (2 attacks)—21 damage Both attacks hit the same target: The chuul grabs the target. Crippling tentacles +11 vs. PD—The target is weakened (save ends) First failed save: The target is hampered and weakened (save ends both). Second failed save: The target is instead helpless (hard save ends, 16+). Quick use: This attack only requires a quick action when used against an enemy the chuul is grabbing. Resist psychic 16+: When a psychic attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Water-breathing: Chuuls swim well and can breathe underwater, though they prefer not to. Nastier Specials Bite it off: When the chuul scores a critical hit against a weakened or helpless foe, it bites off one of that enemy’s hands. An adventurer with no hands might have trouble casting spells or holding weapons. (A cleric might be able to restore the missing appendage with a ritual.) Fueled by hate: Once per round when the chuul misses with an attack, its next attack that battle deals 4d6 extra poison damage on a hit. AC PD MD HP 25 18 18 126

Chuulish Swarm

Normal 6th level Troop Aberration Initiative: +13 Fly-by tentacle sting +11 vs. AC—15 poison damage Natural even miss: The swarm can pop free from all enemies, and as a quick action this turn, it can move normally even if it has already moved this turn. Natural odd hit or miss: The swarm can make a sharp claws attack this turn as a quick action instead of a standard action. Sharp claws +11 vs. AC—10 damage, and 5 ongoing poison damage Flight: The swarm flies fast and is agile, but has a wide turning circle. Resist damage 16+: When any attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Swarm: This monster is a swarm of chuul body-parts cooperating to attack humanoids. Even though there are thousands of them, treat them as a single creature. Water-breathing: Chuuls swim well and can breathe underwater, though they prefer not to. Nastier Specials Burrow under your skin: When an attacker misses the swarm with a melee attack, that enemy takes 10 ongoing damage. AC PD MD HP 20 18 16 80

Massive Mutant Chuul

Huge 10th level Wrecker Aberration Initiative: +15 Crushing claws +15 vs. AC (2 attacks)—70 damage Both attacks hit the same target: The chuul grabs the target. Miss: 35 damage. Crippling tentacles +15 vs. PD—The target is weakened (hard save ends, 16+) First failed save: The target is hampered and weakened (hard save ends both, 16+). Second failed save: The target is instead helpless (hard save ends, 16+). Quick use: This attack only requires a quick action when used against an enemy the chuul is grabbing. I hate you all: Once per round when the chuul is engaged with one or more enemies and is the target of an attack, it can try to interpose one of those enemies between itself and the attack as a free action after seeing the attack roll. That enemy rolls a normal save; on a failure, it becomes the target of the attack instead of the chuul. If the chuul tries to interpose an enemy it’s grabbing, the save is hard (16+) instead. Resist psychic 16+: When a psychic attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Water-breathing: Chuuls swim well and can breathe underwater, though they prefer not to. Chuul Mutations: Choose ONE Exposed brain nightmare aura: When an enemy is engaged with the chuul at the start of its turn, that creature must roll a normal save; on a failure, it’s hampered (easy save ends, 6+). Extra claw: The mutant chuul can make three crushing claws attacks instead of two. If two of the attacks hit the same target, the chuul grabs it. Oversized claw: When the chuul rolls a natural even hit with crushing claws, it deals 120 damage instead of 70. Venom spit: The chuul gains a venom spit attack. R: Venom spit +16 vs. PD (1d3 nearby or far away enemies in a group)—40 poison damage First attack is a natural even roll: The chuul can make a second venom spit attack against the same group as a free action. Whipping tentacles: The crippling tentacles attack is now a close attack against 1d3 enemies in a group. AC PD MD HP 27 25 22 450

Chuulish Slave

Normal 4th level Troop Aberration Initiative: +9 Misshapen claws +9 vs. AC (2 attacks)—7 damage Both attacks hit the same target: The chuulish slave can make a writhing tentacles attack against that target as a quick action this turn. Writhing tentacles +9 vs. PD—The target is weakened (save ends) Chuulish Slave Mutations: Choose ONE Chitinous plates: The slave gains a +2 AC bonus. Acid saliva: The writhing tentacles attack also deals 10 acid damage on a hit. Poisonous blood: When a melee attack hits the chuulish slave, the attacker takes 10 poison damage. Grossness: The slave is a large blob-like mess. It has 72 HP but takes a –2 penalty to all defenses. AC PD MD HP 20 18 14 54

Couatl

In addition to their standard abilities, all elder couatls and some 8th level couatls have another ability or attack—sometimes even two—that flows from the power of the icon or icons they are presently associated with. Memory keeper couatls who are associated with icons that no longer exist should be given whichever ability or attack that seems right. Alternatively, make up a new ability/attack that suits the former icon you’ve created.

Here are some Icon-centered abilities:

Icon-centered Abilities
8th level **C: Striking comets +13 vs. PD (each nearby creature)—**40 damage Natural even miss: The target is dazed (save ends). Natural odd miss: 20 damage. Limited use: 1/battle, when the escalation die is 2+. 11th level **C: Comet strike +17 vs. PD (each nearby creature)—**70 damage Natural even miss: The target is weakened (save ends). Natural odd miss: 35 damage. Limited use: 1/battle, when the escalation die is 2+.
The couatl gains a +1 bonus to AC and PD. In addition, all the couatl’s melee attacks deal half damage when they miss.
Roll a d6 and a d8 on the Demon Ability table. If you get the same result, reroll the d8 until you have two different demonic abilities for the couatl.
Secretly roll a d6 at the start of each battle. If the roll is odd, the PCs can’t use any of their magic items’ powers when the escalation die is odd this battle. If the roll is even, the PCs can’t use their magic items’ powers when the escalation die is even this battle. Default chakra bonuses still function, but powers don’t. And for the fun of it, once they’ve been powered off for a turn, all the PCs’ magic items will be freaking out and creating roleplaying havoc by forcing their quirks to the forefront for the rest of the battle.
At the start of each battle, the couatl gains 1d4 powers of its choice from this list: Cruel: Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a free action. The ongoing damage equals 5 times your level. As usual, a normal save (11+) ends the damage. A critical hit doesn’t double this ongoing damage. Highblood Teleport: Once per battle as a move action, place yourself in a nearby location you can see. Elven Grace: At the start of each of your turns, roll a die to see if you get an extra standard action. If your roll is equal to or lower than the escalation die, you get an extra standard action that turn. At the start of battle, you roll a d6. Each time you successfully gain an extra action, the size of the die you roll increases by one step on the following progression: (d4), d6, d8, d10, d12, d20. If you get an extra action after rolling a d20, you can’t get any more extra actions that battle. Surprising: Once per battle, subtract one from the natural result of one of your own d20 rolls.
The couatl gains a +4 bonus to MD. It also gains a +2 bonus to attacks and to all defenses against each PC who has one or more icon relationship points with the icon(s) associated with this power.
The couatl gains a +1 bonus to attacks and to all defenses against each PC who has one or more icon relationship points with the icon(s) associated with this power. In addition, the couatl can use the following attack once per battle. 8th level **C: Golden dragon breath +13 vs. PD (2d4 nearby enemies)—**50 fire damage Miss: Half damage. 11th level **C: Golden dragon breath +17 vs. PD (2d4 nearby enemies)—**90 fire damage Miss: Half damage.
The couatl gains a +2 bonus to attacks and to all defenses against each PC who has one or more icon relationship points with the icon(s) associated with this power. In addition, the couatl regenerates 10% of its maximum hit points at the start of its turn when the escalation die is even and it has taken damage.
The couatl gains a +2 bonus to attacks and to all defenses against each PC who has one or more icon relationship points with the icon(s) associated with this power. In addition, all PCs take a –4 penalty to death saves this battle.
The couatl gains a +4 bonus to PD. It also gains a +2 bonus to attacks and to all defenses against each PC who has one or more icon relationship points with the icon(s) associated with this power.
8th level **C: Visions of a higher plane +13 vs. MD (1d3 nearby enemies)—**30 psychic damage Natural even hit: The target is confused (save ends). Natural odd hit: The target treats the escalation die as if it was 0 (not in effect) for its attacks and effects (save ends). 11th level **C: Visions of a higher plane +17 vs. MD (1d4 nearby enemies)—**50 psychic damage Natural even hit: The target is confused (save ends). Natural odd hit: The target treats the escalation die as if it was 0 (not in effect) for its attacks and effects (save ends).
Intermittent dragon breath: A couatl can use dragon breath 1d3 times per battle, but never two turns in a row. The couatl’s personal relationship with a dragon-associated icon determines whether the damage is acid, fire, or lightning. 8th level **C: Dragon breath +13 vs. PD (2d3 nearby enemies)—**36 [energy] damage Miss: Half damage. 11th level **C: Dragon breath +17 vs. PD (2d3 nearby enemies)—**70 [energy] damage Miss: Half damage.

Couatl

Large 8th level Spoiler Beast Initiative: +14 Rippling scales +13 vs. PD (each enemy engaged with it)—10 damage, and the couatl must pop free from the target Quick use: This attack only requires a quick action (once per round) to use. Serpent strike +13 vs. AC (one dazed, confused, staggered, or stunned enemy)—60 damage, and 20 ongoing poison damage R: Forked devastation +13 vs. PD (one nearby or far away enemy)—50 damage of the following type (couatl’s choice): fire, holy, or lightning Natural even hit or miss: The couatl can make a forked devastation attack against a different enemy as a free action. Resist holy and poison 16+: When a holy or poison attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Flight: Couatls fly and hover so smoothly on their multi-colored wings that other flyers get jealous. Cyclic escalator: When the escalation die is even, the couatl adds the escalation die to its attack rolls. Nastier Specials Ever-rippling: The couatl can use more than one rippling scales attack during its turn. Flee: Once per campaign, the couatl can take a “campaign loss” similar to the PC-oriented flee special action to escape from certain death, along with its allies. One or two icon-centric abilities: Choose each appropriate ability from the couatl’s Icon-centered Abilities list. AC PD MD HP 24 21 21 300

Elder Couatl

Large 11th level Spoiler Beast Initiative: +16 Rippling scales +17 vs. PD (each enemy engaged with it)—25 damage, and the couatl must pop free from the target Quick use: This attack only requires a quick action (once per round) to use. Serpent strike +17 vs. AC (one dazed, confused, staggered, or stunned enemy)—110 damage, and 40 ongoing poison damage R: Forked devastation +17 vs. PD (one nearby or far away enemy)—90 damage of the following type (couatl’s choice): fire, holy, or lightning Natural even hit or miss: The couatl can make a forked devastation attack against a different enemy as a free action. Cyclic salvation escalator: When the escalation die is even, the couatl adds the escalation die to its attack rolls and saves. Flight: Couatls fly and hover so smoothly on their multi-colored wings that other flyers get jealous. One or two icon-centric abilities: Choose each appropriate ability from the couatl’s Icon-centered Abilities list. Resist holy and poison 16+: When a holy or poison attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Nastier Specials Ever-rippling: The couatl can use more than one rippling scales attack during its turn. Flee: Once per campaign, the couatl can take a “campaign loss” similar to the PC-oriented flee special action to escape from certain death, along with its allies. AC PD MD HP

Demon

Demons may or may not have a special demonic ability. Roll 1d10 for each non-mook normal-sized demon. If you roll less than or equal to the demon’s level, it has a random ability. Large or huge (or double- or triple-strength) demons automatically get one at least one random ability.

When a demon has an ability, roll 1d6 or 1d8 (GM’s choice) on the table below to determine what it is.

d6 or d8 Demonic Ability Description
1 True seeing The demon is immune to invisibility and ignores any illusions.
2 Resist fire 18+ You’ll see that the demon resists fire the first time you use fire against it.
3 Invisibility The first time the demon is staggered in a battle, it becomes invisible until the end of its next turn.
4 Resist energy 12+ The demon's resistance to all energy types puts a damper on enemy spellcasters, but at least the resistance is only 12+.
5 Fear aura Enemies engaged with the demon who are below its fear hit point threshold are dazed and can’t use the escalation die. See Fear.
6 Teleport 1d3 times per battle, as a move action, the demon can teleport anywhere it can see nearby.
7 Demonic speed The demon can take an extra action each turn while the escalation die is 4+.
8 Gate Once per battle as a standard action, if the demon is staggered, it can summon a single demon ally at least two levels below its own level. The allied demon rolls initiative and does not appear on the battlefield until its turn starts.

Dretch

Normal 3rd level Mook Demon Initiative: +5 Claws +8 vs. AC—6 damage Fear: While engaged with this creature, enemies that have 15 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks. AC PD MD HP 17 15 11 13

Imp

Normal 3rd level Spoiler Demon Initiative: +8 Festering claws +7 vs. AC—3 damage, and 5 ongoing damage R: Blight jet +7 vs. PD—7 damage, and the target is dazed (save ends) First natural 16+ each turn: The imp can choose one: the target is weakened instead of dazed; OR the imp can make a blight jet attack against a different target as a free action. Curse aura: Whenever a creature attacks the imp and rolls a natural 1–5, that creature takes 1d10 psychic damage. Flight AC PD MD HP 20 13 16 40

Cambion Dirk

Normal 4th level Mook Demon Initiative: +8 Damned dirk +10 vs. AC—7 damage Natural even hit or miss: The cambion becomes cloaked until it’s hit by an attack against MD or until it misses with a natural odd attack roll. Dark step: While cloaked, the cambion dirk automatically succeeds on all disengage checks. AC PD MD HP 20 18 14 13

Despoiler

Normal 4th level Caster Demon Initiative: +9 Horns and daggers +8 vs. AC (2 attacks)—5 damage Natural 16+: The despoiler can pop free from the target. R: Abyssal whispers +9 vs. MD (one nearby or far away enemy)—15 psychic damage, and the target is confused (save ends); OR the target can choose to avoid the confusion effect by taking 6d6 psychic damage. C: Sow discord +9 vs. MD (2 nearby enemies engaged with the same creature or with each other)—one target makes an at-will melee attack against this power’s other target Limited use: 1/day, as a quick action. AC PD MD HP 19 14 18 52

Cambion Sickle

Normal 5th level Troop Demon Initiative: +11 Damned sickle +11 vs. AC—17 damage Natural even hit or miss: The cambion becomes cloaked until it’s hit by an attack against MD or until it misses with a natural odd attack roll. R: Ray of darkness +11 vs. MD—10 negative energy damage Natural even hit: The target is confused until the end of its next turn, or if the cambion was cloaked when it attacked, the confusion is save ends. Improved dark step: While cloaked, the cambion sickle automatically succeeds on all disengage checks and gains a +2 bonus to all defenses against ranged attacks. AC PD MD HP 21 19 15 70

Bat Demon

Normal 6th level Mook Demon Initiative: +14 Scrabbling claws +11 vs. AC—10 damage Miss: 3 damage. Flight: Bat demons are indifferent flyers, better suited to gliding between stalactites and clinging to walls than to skillful flying. Murder-pile At the start of each of the bat demon mob’s turns, choose one random nearby conscious enemy. All bat demons in the battle attempt to attack that enemy this turn, moving to it without disengaging and relying on their shifty ability to protect them. They keep attacking their target that turn even if it drops to 0 hp or below. Shifty: Bat demons gain a +5 AC bonus against opportunity attacks. In addition, they have resist damage 18+ against opportunity attacks (half damage if the natural attack roll isn’t 18+). AC PD MD HP 20 19 16 22

Frenzy Demon

Normal 5th level Wrecker Demon Initiative: +10 Claw +9 vs. AC (2 attacks)—9 damage Raging frenzy: Whenever the frenzy demon misses with a melee attack, it gains a +1 attack bonus and deals +1d4 damage until the end of the battle (maximum bonus +4, +4d4). AC PD MD HP 21 17 17 70

Cambion Katar

Normal 6th level Wrecker Demon Initiative: +13 Damned katar +12 vs. AC—20 damage Natural even hit or miss: The cambion becomes cloaked until it’s hit by an attack against MD or until it misses with a natural odd attack roll. Spiky headbutt +12 vs. AC—8 damage, and 10 ongoing poison damage R: Ray of darkness +12 vs. MD—10 negative energy damage Natural even hit: The target is confused until the end of its next turn, or if the cambion was cloaked when it attacked, the confusion is save ends. Corruption aura: When an enemy misses the cambion katar with a melee attack, it suffers one of the following effects: Natural even miss: The attacker takes 5 poison damage. Natural odd miss: The cambion katar can make a spiky headbutt attack against the attacker as a free action. Superior dark step: While cloaked, the cambion katar automatically succeeds on all disengage checks and gains a +2 bonus to all defenses against close and ranged attacks. AC PD MD HP 21 19 15 80

Corpse Dybbuk

2x 6th level Troop Demon Initiative: +12 Supernatural strength +11 vs. AC—35 damage Natural 16+: The target is vulnerable to the dybbuk’s attacks until the end of the battle. Natural 18+: The dybbuk gains a fear aura against the target (save ends) as the dybbuk warps its corpse-flesh into a horrifying form. While engaged with the dybbuk, if the scared target has 30 hp or fewer, it’s dazed (–4 attack) and does not add the escalation die to its attacks. Miss: 3d6 damage. Unholy aversion: When an enemy makes a spell attack or magic weapon attack against the corpse dybbuk that deals holy damage and rolls a natural 18+, the dybbuk leaves its host body. The body drops in place and the corpse dybbuk becomes an undamaged ethereal dybbuk (see that entry). If the escalation die is 3+, reset the escalation die to 2. Warp another’s flesh: Once per battle as a free action, the corpse dybbuk can grant a nearby ally a +2 bonus to attack and damage until the end of the battle. The warped ally takes damage equal to its level each time it uses a standard action to attack. If this ability is expended, the dybbuk regains it when the escalation die reaches 4+. AC PD MD HP 22 16 20 180

Parasitic Dybbuk

2x 6th level Spoiler Demon Initiative: +13 Loathsome vomity smear +10 vs. PD—40 poison damage Miss: 3d10 poison damage. C: Unearthly glare +10 vs. MD (one nearby enemy)—30 psychic damage Natural even hit or miss: One special dybbuk ability triggers as a free action (see below). Shapechange: As a standard action, the dybbuk can change its host’s form to that of another humanoid, or back to its own shape. Seeing through the shapechange requires a DC 25 skill check. When the dybbuk is driven out of the host body, the body reverts to its original form. Unholy aversion: When an enemy makes a spell attack or magic weapon attack against the parasitic dybbuk that deals holy damage and rolls a natural 18+, the dybbuk leaves the host body. The body drops in place (unconscious) and the parasitic dybbuk becomes an undamaged ethereal dybbuk (see that entry). If the escalation die is 3+, reset the escalation die to 2. Wall-crawler: A dybbuk can climb on ceilings and walls as easily as it moves on the ground. Special Dybbuk Abilities: Choose ONE C: Visage of innocence +11 vs. MD (one nearby enemy)—The target can’t attack the dybbuk until the end of its next turn. C: Horrific visage +11 vs. MD (1d3 nearby enemies)—The target is weakened (save ends). C: Puppet strings +11 vs. MD—The target is confused (save ends). Scratching nails: When the target is engaged with the dybbuk at the start of its turn, it takes 20 damage. Warped flesh: The dybbuk heals 30 hp. Nastier Specials Experienced possessor: When the dybbuk rolls a natural odd hit or miss with unearthly glare, one special dybbuk ability triggers. Flight: The dybbuk can hover 6 feet off the ground and make boneless flea-like leaps. AC PD MD HP 22 16 20 180

Vrock (vulture demon)

Normal 6th level Spoiler Demon Initiative: +9 Filth-covered claws +11 vs. AC (2 attacks)—7 damage, and 5 ongoing poison damage Natural even hit: The vrock can make a demonic screech attack as a free action. [Special trigger] C: Demonic screech +11 vs. MD (1d3 nearby enemies), 5 psychic damage, and the target is vulnerable (attacks vs. it have crit range expanded by 2) until the end of the battle Nastier Specials Predation: Creatures hit by the vrock’s demonic screech attack that are already vulnerable are also hampered (save ends). AC PD MD HP 21 17 17 88

Ethereal Dybbuk

2x 7th level Wrecker Demon Initiative: +16 R: Soul-suck +12 vs. MD (3 attacks, against nearby or far away enemies)—38 negative energy damage Limited use: If the dybbuk hits the same target with its first two soul-suck attacks, it must make the third attack against a different target if it can (or loses the attack). Fading: When the escalation die is 2+, the dybbuk’s soul-suck attack only deals 19 damage, and when it’s 4+, soul-suck only deals 10 damage. When the escalation die reaches 6, the dybbuk fades away at the end of the round. A dybbuk that fades away undefeated is not gone forever and may return in a later adventure. Fear: While engaged with this creature, enemies that have 36 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks. Flight: The dybbuk hovers eerily, roughly 6 feet off the ground. Otherworldly: When a melee attack that doesn’t deal holy damage targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. AC PD MD HP 26 24 20 206

Hezrou (toad demon)

Large 7th level Troop Demon Initiative: +11 Meaty, clawed hands +12 vs. AC (2 attacks)—28 damage Any hit: The demon can grab the target if it isn’t already grabbing a creature. The grabbed foe can’t move except to teleport, pop free, or attempt to disengage, and disengage attempts take a –5 penalty unless the creature hit the hezrou with an attack that turn. The hezrou gains a +4 attack bonus against any enemy it is grabbing. Demonic stench: While engaged with this creature, enemies with 84 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks. Nastier Specials Abyssal sergeant: Lower-level non-mook demons nearby the hezrou deal damage equal to their level when they miss with an attack. Stab this now: The hezrou’s allies gain a +4 attack bonus against any creature it is grabbing. AC PD MD HP 22 16 20 210

Cambion Hellblade

Normal 8th level Wrecker Demon Initiative: +17 Damned hellblade +14 vs. AC—40 damage Natural even hit or miss: The cambion becomes cloaked until it’s hit by an attack against MD or until it misses with a natural odd attack roll. Miss: 20 damage. Spiky headbutt +14 vs. AC—10 damage, and 15 ongoing poison damage R: Ray of darkness +14 vs. MD—20 negative energy damage Natural even hit: The target is confused until the end of its next turn, or if the cambion was cloaked when it attacked, the confusion is save ends. Cloaked in evil: The cambion hellblade starts every battle cloaked. As a quick action, the hellblade can drop its cloaking to make a spiky headbutt attack as a free action. Corruption aura: When an enemy misses the cambion hellblade with a melee attack, it suffers one of the following effects: Natural even miss: The attacker takes 15 poison damage. Natural odd miss: The cambion hellblade can make a spiky headbutt attack against the attacker as a free action. Ultimate dark step: While cloaked, the cambion hellblade automatically succeeds on all disengage checks, gains a +2 bonus to all defenses against close and ranged attacks, and can drop its cloaking as a quick action to teleport to a nearby location it can see (instead of making an extra attack). AC PD MD HP 24 21 21 140

Glabrezou (pincer demon)

Large 8th level Caster Demon Initiative: +16 Pincer +13 vs. AC—45 damage Natural even hit: The demon can grab the target as long as it isn’t already grabbing a creature. The grabbed foe can’t move except to teleport, pop free, or attempt to disengage, and disengage attempts take a –5 penalty unless the creature hit the glabrezou with an attack that turn. The glabrezou gains a +4 attack bonus against any enemy it is grabbing. R: Painbolt +13 vs. MD (one nearby or far away creature)—70 psychic damage C: Hellfire + 13 vs. PD (1d3 nearby enemies in a group and any glabrezou allies engaged with those enemies)—50 fire damage Mirror images: At will, as a move action, a glabrezou can create multiple images of itself that make it harder to target. The next time an attack would hit the glabrezou, the attacker has to roll 11+ with another d20 roll: success indicates a hit; failure is a miss that hits one of the mirror images instead, dealing no miss damage to the glabrezou but dispelling all the images. Once the glabrezou is staggered, it takes 2d10 damage whenever it uses mirror image, so movement or escape start registering as alternatives. Power word stun: Once per day as a free action, the glabrezou can utter a word of power, canceling a single action just taken by a nearby creature with fewer hit points than the glabrezou—whether it was casting a spell, healing an ally, or whatever. The GM can see the results of the action, such as a die roll, before deciding whether to use the power word. AC PD MD HP 22 22 18 320

Despoiler Mage

Normal 9th level Caster Demon Initiative: +14 Horns and swords +13 vs. AC (2 attacks)—20 damage Natural 16+: The despoiler mage can pop free from the target. R: Abyssal whispers +14 vs. MD (one nearby or far away enemy)—45 psychic damage, and the target is confused (save ends); OR the target can choose to avoid the confusion effect by taking 10d10 psychic damage to clear their head . . . R: Magic missile (one nearby or far away enemy)—10 automatic force damage Limited use: 1/round, as a quick action. C: Sow discord +14 vs. MD (2 nearby enemies engaged with the same creature or with each other)—one target makes an at-will melee attack against this power’s other target Limited use: 1/battle, as quick action. Aura of betrayal: At the start of each of the despoiler mage’s turns, choose a random nearby enemy. Until the start of the despoiler mage’s next turn, that creature’s allies no longer consider it an ally, though its enemies’ powers can still target it as an enemy. The creature isn’t compelled to attack its former friends. AC PD MD HP 24 19 23 170

Hooked Demon

Normal 9th level Mook Demon Initiative: +12 Hooks and barbs +14 vs. AC—27 damage Natural 16+: The hooked demon can make another hooks and barbs attack as a free action (and yes, this can keep going up to a maximum number of attacks equal to the escalation die + 1). Nastier Specials Bleeding wounds: Whenever the hooked demon hits a creature with hooks and barbs, that creature takes 10 damage each time it makes a non-basic attack (save ends). AC PD MD HP 23 21 17 45

Giant Vrock (vulture demon)

Large 9th level Spoiler Demon Initiative: +12 Giant filth-covered claws +14 vs. AC (2 attacks)—30 damage, and 15 ongoing poison damage Natural even hit: The vrock can make a demonic screech attack as a free action. [Special trigger] C: Demonic screech +14 vs. MD (1d3 nearby enemies)—15 psychic damage, and the target is vulnerable (attacks vs. it have crit range expanded by 2) until the end of the battle C: Sporeburst +14 vs. PD (all nearby enemies)—30 damage, and 30 ongoing damage; while the target is taking ongoing damage, it is hampered Limited use: 1/battle, when the escalation die is 4+. Predation: Creatures hit by the vrock’s demonic screech attack that are already vulnerable are also hampered (save ends). AC PD MD HP 24 21 21 333

Nalfeshnee (boar demon)

Large 10th level Caster Demon Initiative: +13 Musky claw or slimy hoof +15 vs. AC—90 damage Miss: The nalfeshnee gains a +4 attack bonus until it hits. Unlike most effects, let it stack. R: Accursed burst +15 vs. PD (1d3 nearby enemies)—50 cold/fire/lightning/negative energy damage (your choice), and the nalfeshnee can make an abyssal curse attack as a free action [Special trigger] Abyssal curse +15 vs. MD (each creature hit by accursed burst)—the target is weakened until the end of its next turn Flight Unpredictable: Nalfeshnee always have at least two random demon abilities. Nastier Specials Hooked mooks: Once per battle, if the nalfeshnee is staggered, it can gate in 2d4 hooked demons as a quick action. Roll initiative for the hooked demons; they do not appear in the battle and take their turns until their next initiative count comes up. AC PD MD HP 25 20 24 400

Marilith (serpent demon)

Large 12th level Troop Demon Initiative: +20 Six whirling swords +17 vs. AC (6 attacks)—30 damage, and the marilith can pop free from the target after the attacks R: Beguiling gaze +17 vs. MD (one nearby or far away unengaged enemy)—As a free action, the target immediately moves toward the marilith, attempting to engage it or get as close as possible to it Limited use: 1/round, as a quick action. Terrible swift swords: The marilith’s crit range with melee attacks expands by a number equal to the escalation die. AC PD MD HP 28 21 25 666

Balor (flame demon)

Large 13th level Wrecker Demon Initiative: +17 Abyssal blade +18 vs. AC—160 damage Natural even hit: The balor deals +1d20 lightning damage to the target and to one other nearby enemy of balor’s choice. Then repeat that damage roll against the targets once for each point on the escalation die (so if it’s 4, that’s four more d20 rolls) Natural even miss: 80 damage. C: Flaming whip +18 vs. PD (one nearby enemy)—50 fire damage, and the target is pulled to the balor, who engages it. Natural even miss: 25 fire damage. Limited use: 1/round, as a quick action. Desperate escalator: While staggered, the balor adds the escalation die to its attack rolls. Fiery aura: At the start of the balor’s turn, each enemy engaged with it takes 4d10 fire damage; any die result of 10 is kept and the die rerolled. Flight Shadow and flame: The balor gains a +5 bonus to all defenses against attacks by far away enemies. Nastier Specials Vorpal blade: Critical hits with the abyssal blade deal triple damage instead of double damage. AC PD MD HP 29 27 23 850

Derro

Confusion effects only affect derro if they secretly want to murder one of their own companions.

Derro Maniac

Normal 4th level Troop Humanoid Initiative: +8 Shortsword +9 vs. AC—12 damage Natural 16+: The derro can cast one of the following close-quarters spells as a quick action this turn. Cloaking dark: All nearby derro gain a +1 bonus to attacks and defenses until the end of the derro maniac’s next turn (cumulative). Sonic squeal: Two random nearby non-derro creatures take 2d4 thunder damage. R: Light repeating crossbow +9 vs. AC—10 damage Natural 16+: The target also takes 5 ongoing poison damage. Natural 19+: As above, and the derro maniac can make another light repeating crossbow attack as a free action. AC PD MD HP 19 16 18 52

Derro Sage

Normal 4th level Caster Humanoid Initiative: +7 Staff +7 vs. AC—7 damage Natural 16+: The derro can cast one of the following close-quarters spells as a quick action this turn. Cloaking dark: All nearby derro gain a +1 bonus to attacks and defenses until end of the derro sage’s next turn (cumulative). Sonic squeal: Two random nearby non-derro creatures take 2d8 thunder damage. R: Mind scream +9 vs. MD—12 psychic damage, and the target is confused (make a basic or at-will attack vs. ally) until the end of the derro sage’s next turn Natural 16+: The derro sage can make another mind scream attack against a different nearby target as a free action. Nastier Specials Group gibbering: The derro sage starts a group of derro gibbering as a quick action. It can maintain the gibber as a free action at the start of each turn by taking 1 damage. Each nearby non-derro creature that hears the gibber must roll a d6 at the start of its turn and takes psychic damage equal to the die roll or to the number of gibbering derro, whichever is lower. AC PD MD HP 18 15 18 40

Devil

Although devils vary between campaigns, they need to retain certain key elements. Devils:

Devils have a unique ability called devil’s dues. Player characters that attack a devil don’t automatically get to use the escalation die. If you want to add the escalation die to your attack, you have to decide before rolling the attack to give the devil its due. Each type of devil (except for those with the weakling ability) will specify what it gets when you give it its due. Note that an attack that targets more than one devil would require multiple devil’s due decisions and trade-offs.

Devils have other special abilities that can be picked randomly or purposely. Choose 0 to 2 abilities per devil. Some abilities may be conditional. For example, a devil may only get a special ability while a boss devil is commanding them.

d10 Devil Ability Description
1 Alternative element Change the resist fire 13+ ability to a different element, e.g. lightning or acid.
2 Beast form This rare special ability lets a devil pass unnoticed through populated areas, though with a tell-tale sign that it’s preternatural, such as a big cat that looks normal except for its forked tongue. Changing forms is a move action.
3 Devilish resilience The devil gains a +4 bonus to saves.
4 Fear The devil gains fear aura. Players with fewer hit points than double the devil's current hit points are dazed. They cannot use the escalation die.
5 Final-gasp strike When the devil drops to 0 hp, it stays up until its turn, at which point it can take one last standard action before dropping. The devil will drop without getting that last action if it takes enough damage to reduce its hit points to negative 25% of its starting hp.
6 Humanoid form This rare special ability lets the heroes meet a pit fiend over dinner and not know it until too late. Changing forms is usually a move action.
7 Resist non-damage effects The devil resists the effects (but not the damage) of attacks with a natural attack roll of 12 or less. Ongoing damage isn’t affected by this ability. If the attack deals energy damage that the devil is resistant to (like fire), that damage is halved as normal. This ability is tied to a devil’s energy resistance number, so if you increase that number for a devil with this ability, the non-damage range also increases.
8 Summon other devils This ability is better used as a conditional feature of a particular battle than as a standard special ability. On the first round of battle, a group of devils keens eerily, and everyone knows they’re summoning something, but no one knows exactly what, or when it will show up.
9 True seeing, see invisible Powerful devils might have the ability to see through simple ruses and illusions.
10 Unearthly toughness If a devil takes X damage or less, negate that damage. Bigger blows have full effect, but petty blows are beneath the devil’s notice. Set X at the devil’s level + 1. It will be immune to normal miss damage from enemies that are its level or lower. Or set X at 5% of its starting hit points to have the value scale up faster at higher levels.

Skin Devil

Normal 2nd level Troop Devil Initiative: +6 Fleshy limb +7 vs. AC—6 damage Stay whole: At the start of its turn, a skin devil heals 8 hp. If it doesn’t heal up to its maximum hit points, it loses its ability to heal from this ability until the end of the battle. Structural collapse: While the skin devil is staggered, when an enemy damages it, it loses an additional 4 hp as the hapless thing fails to hold its boneless, bulky mass together. Weakling: When building battles using this monster, it only counts as half a normal monster. Free-form covert ability—Unnoticed: The skin devil is routinely able to pass through civilized areas without alerting dogs, bouncers, city guards, or passersby. If the thing attacks, that’s when you notice that it’s not a human but a monstrous pile of flesh. In addition to passing unnoticed in crowds, it uses its fluid shape to sneak through hidden places, and it doesn’t make much noise unless it wants to. PCs looking for the devil won’t find it unless they have some special information or advantage, and even then it’s a hard check (DC 25). Normally when PCs think they have the devil cornered, it escapes through a tight exit that it had previously identified. AC PD MD HP 17 16 16 28

Lemure

Normal 3rd level Mook Devil Initiative: +3 Heedless claws +8 vs. AC—6 damage Devil’s due (Squirm): When you choose to add the escalation die to an attack against a lemure, another lemure in the mob somehow ends up in an unwanted place in the battle, though it’s hard to say how exactly. They don’t seem to teleport, but there are so many of the things squirming around it just happens. Living wave: When three or more lemures engage an enemy, they can pick it up and move it along with them as they please without taking opportunity attacks. The enemy getting moved around pops free of any other enemies engaged with it. Nobody home: When a lemure is targeted by an attack against MD, it ignores any effects of the attack and only takes damage from it. In addition, lemures fight in a straightforward way, without tactics. They never disengage willingly, and they’re not coordinated enough to concentrate attacks on a vulnerable target. Resist fire 13+: When a fire attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. Free-form ability—Mass: Heedless of each other’s safety or their own, lemures use sheer numbers to press through locked doors, climb walls, or dog pile on defenders. Nastier Specials Too dumb to die: At the start of the lemure mob’s turn, roll a d6 for each lemure in the mob that’s dropped this battle. For each 6, one of them reassembles its horrid self and stumbles back into the melee that turn (add 13 hit points to the mob’s hp total). To make sure a downed lemure is truly dead, an attacker can spend an additional 7 damage of the total dealt to finish the job instead of carrying that damage over to another lemure in the mob. Expending the right sort of limited-use power, such as a daily spell, might also keep a number of downed lemures totally dead. Once the last member of the mob drops, stop rolling to see if lemures rise up. AC PD MD HP 17 15 17 13

Hell Imp

Normal 4th level Spoiler Devil Initiative: +9 Needling taunt +9 vs. MD—8 psychic damage, and the target is hampered until the end of its next turn [Special trigger] Stinging tail +9 vs. PD—8 ongoing poison damage and the target is weakened (save ends both) Limited use: As a free action, when an enemy engaged with the hell imp misses it with an attack. Devil’s due (Mwhahahah!): When you choose to add the escalation die to an attack against a hell imp, the imp automatically hits with its next needling taunt attack this battle, and the target takes 2d6 extra psychic damage. Flight: Hell imps are capable of impressive feats of aerial agility, but only when their lives depend on it. Resist fire 13+: When a fire attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. Vanish: Once per battle as a move action, a hell imp can become invisible, pop free from all enemies engaged with it, move away somewhere nearby, and then reappear. Free-form ability—Provoke: Hell imps are as capable as you might expect at handling social situations, sneaking, noticing spies, and the like. Their special talent is provocation. They can talk their associates into all sorts of extreme emotions and imprudent behavior. Likewise, they can probably goad PCs into losing their cool. Nastier Specials Potent venom: The stinging tail attack deals 3 extra ongoing poison damage (11 total), but the target must succeed on two saves (one for ongoing and one for weakened). AC PD MD HP 20 18 18 50

Honey Devil, aka Slime Devil

Normal 4th level Troop Devil Initiative: +6 Hidden dagger +9 vs. AC—6 damage The target has MD 15 or lower: The honey devil can make a disengage check this turn as a free action. Desperate plea: When the honey devil is staggered by an attack, it makes a confusing plea attack against the attacker as a free action after the attack. Confusing plea +9 vs. MD—The target is confused (save ends). Glamour of innocence: This creature seems innocent, not someone a hero should hurt. At worst, it’s ugly, but is that a crime? When an enemy rolls a natural odd attack roll against a honey devil, the attack misses and has no effect. Resist fire 13+: When a fire attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. Weakling: When building battles using this monster, it only counts as half a normal monster. Free-form covert ability—Slimy: In any non-combat struggles with a honey devil, it excels at being too slippery for the PCs, both personally and through its underground network of minions. In an indirect contest, the PCs might try to talk sense to one of the devil’s dupes or to discern suspicious activity while staking out the devil’s secret network. The honey devil is an expert at what it does, so use DC 25 for any such skill checks. Assume that the devil is competent at slipping its influence through the network unnoticed. Failure might mean that the PC has succeeded in gaining information, which in turn sends them down a dead end or into a trap. In a direct confrontation, the devil is likewise hard to pin down, see through, or otherwise get the better of. A slime devil seems unremarkable and innocuous, so downplay its significance whenever describing it, especially when it has company. When mortals actually decide to attack or capture a honey devil, it’s probably slippery enough to escape at the last minute, maybe through a hidden exit. AC PD MD HP 18 17 18 35

Smoke Devil

Normal 5th level Troop Devil Initiative: +8 Dire embrace +10 vs. PD—15 poison damage Full embrace: If the target is the only creature engaged with the smoke devil, the attack deals 30 poison damage instead. Miss: 7 poison damage. Ember of hate: Each time the smoke devil hits an enemy, the embers floating in the center of its body glow more brightly. Once per battle as a free action during its turn, the devil can make an ember burst attack. It also makes this attack as an interrupt action when it drops to 0 hp. Ember burst +10 vs. PD (each enemy engaged with the devil)—The target takes 5 fire damage for each creature hit by the smoke devil earlier in the battle (max 15 damage; remember to track this). Devil’s due (Formless): When you choose to add the escalation die to an attack against a smoke devil, it gains resist damage 16+ against the attack. Flight: Smoke devils drift and eddy as if blown by an evil wind. Resist fire 13+: When a fire attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. Free-form covert ability—Insinuate: Smoke devils have a preternatural ability to get to their chosen victims. Keeping the smoke devil out is a hard, champion-tier challenge (DC 25). Nastier Specials Smokey retreat: A smoke devil can “take 12” on disengage checks, taking a natural result of 12 instead of rolling (which normally would allow it to disengage automatically from up to two enemies). AC PD MD HP

Bearded Devil (Barbazu)

Large 6th level Blocker Devil Initiative: +8 Wicked halberd +11 vs. AC—30 damage Natural 16+: The bearded devil gains a +4 bonus to all defenses until the start of its next turn. Supernaturally filthy beard +11 vs. PD—The target is weakened until the end of its next turn (–4 attacks and defenses) Bearded defense: When an enemy engaged with the bearded devil misses it with an attack, the devil can make a filthy beard attack against that enemy as a free action. Devil’s due (Solidity): When you choose to add the escalation die to an attack against a bearded devil, the devil or one of its nearby allies can roll a save against a save ends effect. Opportunistic beard: When the bearded devil makes an opportunity attack, it can also make a filthy beard attack against the same target as a free action. Skilled interceptor: A bearded devil can intercept an enemy while engaged with other enemies. As a free action, it can either make a disengage check to try to move to intercept the enemy, or move to intercept the enemy and only take half damage from opportunity attacks. Resist fire 13+: When a fire attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. Nastier Specials Toxic beard: The target of the bearded devil’s filthy beard attack now takes 10 ongoing poison damage and is weakened (save ends both) instead. AC PD MD HP 23 20 20 200

Hooded Devil

Normal 7th level Troop Devil Initiative: +14 Crushing punch or kick +12 vs. AC—18 damage Natural 16+: If this is the devil’s first attack during its turn, it can make a telepathic harry attack as a free action. C: Telepathic harry +12 vs. MD (one nearby enemy)—The target takes 30 psychic damage each time it makes a non-basic attack (save ends). The target silently hears a terribly hurtful statement, in the voice of the person who would hurt them the most by saying it. Natural 16+: If this is the devil’s first attack during its turn, it can make a crushing punch or kick attack as a free action. Devil’s due (Mastery): When you choose to add the escalation die to an attack against a hooded devil, it adds the escalation die to its attacks until the end of the battle and no other attacks against it can use the escalation die. Resist fire 13+: When a fire attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. Restoration: At the start of a hooded devil’s turn, it can roll a save against each save ends effect affecting it if it doesn’t attack that turn (so it could successfully save against confused or stunned conditions and still move that turn, for example.) Free-form covert ability—Master: A hooded devil instinctively masters everything around it: the furniture, terrain, conversations, and people. If the PCs attempt to overcome a hooded devil through skill checks, the check is DC 30. Good luck if you need to win an argument, get to an exit first, use terrain to your advantage, or pressure one of the devil’s thugs to rat it out. The name of this ability is a verb. AC PD MD HP 23 22 22 90

Fury Devil (Erinyes)

Hellbent

Fury devils become hellbent against a creature for story reasons outside the scope of a single battle. PCs could give devils ample reason to hate them. Or a succession of 5s as relationship dice with icon interactions that involve the devils might suffice to make the fury devil hellbent. More often than not, it won’t be one of the PCs who is the target, but getting in the way of hellbent furies is a problem. They will try to bypass defenders, however, to concentrate on killing their target or targets.

Typically, a single fury devil leaves the Pit to exact retribution. If heroes manage to beat that erinyes back, then three new fury devils rise up to try to finish the mission that the first one failed at, and whoever killed the first erinyes is on their hit list, too. If those devils fail, five erinyes come next, with another hero added to their list. If stout-hearted heroes defeat all five fury devils, they’re safe. Maybe.

Normal 8th level Wrecker Devil Initiative: +13 Stout, sharp dagger +13 vs. AC—24 damage Any hit while hellbent: The target also takes 8 psychic damage and 8 ongoing psychic damage (that feels like a terminal case of guilt). Miss while hellbent: 4 psychic damage. R: Word of rebuke +13 vs. MD—15 psychic damage Any hit while hellbent: The target takes 30 psychic damage instead. Defense against the inconsequential: Attacks against a fury devil take a –4 penalty unless the devil is hellbent against that attacker. Devil’s due (Fury): When you choose to add the escalation die to an attack against a fury devil, the fury devil deals 1d10 extra damage with its next attack this battle, hit or miss. Flight: Fury devils fly from place to place but fight on their feet. Menacing charge: When an enemy intercepts the fury devil, the next attack this battle the devil makes against that enemy that hits is a critical hit instead. Resist fire 13+: When a fire attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. AC PD MD HP 23 22 22 120

Bone Devil (Osyluth)

Large 9th level Troop Devil Initiative: +12 Bone claw +14 vs. AC—80 damage, and the bone devil can make a doom venom sting attack as a free action. Doom venom sting +14 vs. PD—20 damage, and the target can’t use recoveries, even involuntarily (save ends) R: Bone javelin +14 vs. AC—50 damage Devil’s due (Free!): When you choose to add the escalation die to an attack against a bone devil, one bone devil in the battle can teleport to a nearby location it can see as a move action once later this battle. Multiple attacks accumulate into multiple possible move action teleports for any bone devils in the battle. Resist fire 13+: When a fire attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. Nastier Specials Mana venom: The devil’s doom venom sting attack also negates one spell effect created by the target until the target is able to use recoveries again. (The effect isn’t canceled, only suppressed until the target saves.) AC PD MD HP 26 23 23 320

Barbed Devil (Hamatula)

Normal 10th level Caster Devil Initiative: +16 Glistening claws +15 vs. AC (2 attacks)—12 damage Natural 16+: The barbed devil can make a whirling barbs attack as a free action. Miss: 6 damage. [Special trigger] Whirling barbs +15 vs. PD—9 damage R: Ball of hellfire +15 vs. PD (1d3 nearby enemies in a group)—30 fire damage Natural 16+: The target also takes 20 poison damage and is hampered until the end of its next turn as it chokes on sulphurous fumes. Barbs everywhere: When an enemy engages the devil, the barbed devil can make a whirling barbs attack against it as a free action. Devil’s due (Loot): When you choose to add the escalation die to an attack against a barbed devil, you must expend one of your unused true magic item powers as the item gets a close encounter with the barbed devil’s “soul.” If you can’t expend such a power, no escalation die for you. Slashing dodge: While engaged with a single enemy, the barbed devil can “take 11” on a disengage check, taking a natural result of 11 instead of rolling. When it does so and successfully disengages, it can make a whirling barbs attack against that enemy as part of the move action. Resist fire 13+: When a fire attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. AC PD MD HP 24 24 24 175

Ice Devil (Gelugon)

Normal 11th level Leader Devil Initiative: +15 Wicked glaive +16 vs. AC (2 attacks)—25 damage Natural even hit: As a free action, one of the ice devil’s nearby allies of its level or lower can make a basic attack as the ice devil sets the battlefield. That attack only deals half damage. Natural odd hit: The target is stuck (save ends). Miss: 10 damage. Devil’s due (Rime): When you choose to add the escalation die to an attack against an ice devil, you are stuck (save ends). Shattering counsel: When a lower level nearby ally of the ice devil attacks a creature that’s stuck, the crit range of that attack expands by the escalation die. Resist cold 13+: When a cold attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. AC PD MD HP 26 24 24 270

Horned Devil (Cornugon)

Large 12th level Troop Devil Initiative: +15 Barbed fork +17 vs. AC—150 damage, and until the end of the battle against the target, the devil gains a +1 bonus to attacks and its crit range expands by 1 (cumulative) Natural even hit: The horned devil can make a slicing tail attack against a different target as a free action. Natural even miss: The horned devil can make a slicing tail attack as a free action. Slicing tail +17 vs. PD—35 ongoing damage from a bleeding wound R: Flaming dart +17 vs. AC—60 damage, and 30 fire damage Natural 16+: The target also takes 30 ongoing fire damage. Devil’s due (Weakness): When you choose to add the escalation die to an attack against a horned devil, you are weakened until the end of your next turn after you make the attack. Flight: Horned devils are clumsy but determined fliers. Resist fire 13+: When a fire attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. AC PD MD HP 28 26 26 700

Pit Fiend

Huge 14th level Wrecker Devil Initiative: +19 Fiendish weapon +19 vs. AC (2 attacks)—140 damage, and until the end of the battle the target takes a –2 penalty to attacks, defenses, and level-based d20 rolls. Hit points, feats, weapon damage, and other level-based benefits don’t change. (The penalty isn’t cumulative.) Natural 11+: The pit fiend can make an entangling tail attack against a different target as a free action. Both attacks hit: The pit fiend can use fiendish vigor as a free action. Entangling tail +19 vs. PD—40 damage, and the target is hampered until the end of its next turn or until the pit fiend makes another entangling tail attack. R: Burst of hellfire +19 vs. PD (up to 3 nearby or far away enemies in a group)—120 fire damage Miss: Half damage. C: Black utterance of denial +19 vs. MD (each enemy engaged with the pit fiend)—The target is hampered until the end of its next turn Limited use: 1/battle, as a quick action. Devil’s due (Menace): When you choose to add the escalation die to an attack against a pit fiend, the escalation die does not increase at the start of the next round. Special circumstances and PC powers can still increase it. Fiendish vigor: As a standard action, the pit fiend can heal 300 hp and roll a save against each ongoing effect on it. It can use fiendish vigor up to five times per battle. Flight: Amidst wind and flames, a pit fiend can fly with surprising agility. Resist fire 13+: When a fire attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. Nastier Specials Cloak of fire: When a creature is engaged with the pit fiend at the start of its turn, that creature takes 20 fire damage. AC PD MD HP 29 27 27 1600

Fang Devil

Fang Devil is a singular river creature. The first time the heroes encounter the devil, it should be a 7th level monster. If the PCs slay the devil near water, you may foreshadow that the devil will be back as a multiplicity of 10th level river devils. In 13th Age, threats don’t necessarily die the first time you deal with them. In the case of Fang Devil, it’s a localized threat within one river at a time at 7th level. When it becomes a multiplying group of 10th level creatures, it could spread out wherever the campaign requires it.

Fang Devil

Huge 7th level Spoiler Devil Initiative: +13 Mighty tentacles +12 vs. PD (2 attacks; can target nearby enemies)—20 damage Natural even hit: The target pops free from each enemy and moves next to the Devil, which engages and grabs it. (The Devil can grab any number of enemies simultaneously.) If it has quick actions left, it will use its devil’s beak and cutting talon attacks. Miss: 10 damage. Cutting talon +12 (+16 against a grabbed enemy) vs. AC—40 damage Natural even hit: The target also takes 20 ongoing damage. Natural odd miss: 20 ongoing damage. Quick use: This ability only requires a quick action (once per round) to use. [Special trigger] Devil’s beak +16 vs. AC (one enemy it’s grabbing; includes +4 grab bonus)—30 damage Miss: 15 damage. Quick use: This ability only requires a quick action (once per round) to use. Devil’s due (Trouble): When you choose to add the escalation die to an attack against Fang Devil, you are hampered until the end of your next turn after you make the attack. Resist energy 13+: When an energy attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. AC PD MD HP 22 22 22 360

River Devil

Normal 10th level Wrecker Devil Initiative: +18 Cutting talons +15 vs. AC (2 attacks)—20 damage Natural even hit: The target also takes 10 ongoing damage. Natural odd miss: 10 ongoing damage. Ripping tentacle +15 vs. AC—10 damage Natural even hit: The target is hampered until the end of its next turn. Quick use: This ability only requires a quick action (once per round) to use. Devil’s due (Foreshadowed weakness): When you choose to add the escalation die to an attack against a river devil, you only heal half the normal hit points the next time you heal using a recovery this battle. The effect is cumulative (so the second time you heal, the third time, etc.) if you pay the devil’s due more than once before using a recovery. Resist energy 13+: When an energy attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. AC PD MD HP 25 25 25 230

The Final Devil

Huge 13th level Leader Devil Initiative: +20 Mighty tentacles +18 vs. PD (3 attacks; can target nearby enemies)—50 damage Natural even hit: The target pops free from each enemy and moves next to the Devil, which engages and grabs it. (The Devil can grab any number of enemies simultaneously.) If it has quick actions left, it will use its devil’s beak and cutting talon attacks. Miss: 30 damage. Cutting talon +18 (+22 against a grabbed enemy) vs. AC—100 damage Natural even hit: The target also takes 50 ongoing damage. Natural odd miss: 50 ongoing damage. Quick use: This ability only requires a quick action (once per round) to use. [Special trigger] Devil’s beak +22 vs. AC (one enemy it’s grabbing; includes +4 grab bonus)—50 damage Miss: 30 damage. Quick use: This ability only requires a quick action (once per round) to use. Devil’s due (Destiny): When you choose to add the escalation die to an attack against the Final Devil, one of the Final Devil’s nearby allies can make an attack as an interrupt action before your attack. Resist energy 13+: When an energy attack targets this creature, the attacker must roll a natural 13+ on the attack roll or it only deals half damage. Nastier Specials The icons are speechless: Icon relationship dice don’t provide any help in a battle (or even an adventure) that involves the Final Devil. The Devil broke the icons’ hold on it, and it’s up to pure mortals to solve this problem, because the icons can’t cope. Lord of the waters: If the Final Devil is fighting in a sea or river, when a nearby enemy rolls a normal save, it’s a hard save (16+) instead. The same goes for easy saves; they’re normal saves instead. AC PD MD HP 28 28 28 1300

River Devil Minion

Normal 13th level Mook Devil Initiative: +24 Tentacles and talons—60 damage Natural even hit: The target also takes 20 ongoing damage. Natural odd hit: The target is vulnerable (save ends). Devil’s due (Obsession): When you choose to add the escalation die to an attack against a river devil minion, you must only attack river devil minions until the end of the battle or until all river devil minion mobs have dropped to 0 hp. AC PD MD HP 27 25 25 100

Dragon

All dragons have two standard abilities: escalator and flight. The escalator ability allows the dragon to add the escalation die to its attack rolls. The flight ability allows the dragon to fly—fairly well, and quickly in a straight line, though not as maneuverable as more agile fliers.

Dragons have a breath attack. Unlike most close attacks that target a number of enemies, dragon breath attacks don’t care about whether the targets are in a group.

Young dragons are medium-sized. Adult dragons are usually large sized. Huge-sized dragons are the exception, and have usually outgrown the vulnerabilities of their weaker kin.

Some metallic dragons inspire debilitating awe in their enemies. The inspire awe ability is similar to fear, but it’s not fear, so its effect can combine with the dazed condition. Enemies at a hit point threshold or lower take a –4 penalty to limited attacks (attacks that aren’t basic or at-will) against the dragon—the enemy’s confidence in their own heroism/puissance is shaken.

Each metallic dragon has an at-will breath weapon attack that uses the natural result of the first attack roll to determine how long the dragon must wait before it can use the breath weapon again.

Natural Attack Roll Variable Waiting Period for Metallic Dragon’s At-Will Breath Attack
1-5 The dragon can use its breath weapon again next turn.
6-10 The dragon must wait one turn before it can use its breath weapon.
11+ After waiting one turn, the dragon rolls a normal save at the start of its next turn. If it succeeds, it can use its breath weapon that turn. Otherwise, it keeps rolling a save at the start of each turn until it regains its breath weapon attack. Once it uses its breath again, use the attack roll again to determine its next breath weapon attack.

All dragons have distinct personalities. A few have unique features. They are smart enough not to fight to their own death.

Dragons may have random abilities. This table is for chromatic dragons. For GMs who are uncertain whether a medium dragon should have a random ability, roll a d8. Otherwise, roll a d12. If the roll is less than or equal to the dragon’s level, it gets a random ability according to the table below. Some huge dragons have two abilities. If you want to give the dragon a chance of having one of the abilities that has campaign implications, add +2 to the roll.

d8 or d12 Dragon Ability Description (for Chromatic Dragons)
1 True seeing The dragon is immune to invisibility and ignores any illusions.
2 Whipping tail When an enemy engaged with the dragon rolls a natural 1 or 2 with an attack roll, the dragon can make an opportunity attack against that creature as a free action. The attack is set up by the dragon’s whipping tail but delivered by the dragon’s usual melee attack.
3 Tough Hide The dragon has a +1 bonus to AC.
4 Twisted Mind The dragon has a +2 bonus to MD.
5 Nimble The dragon has a +2 bonus to PD.
6 No vulnerability Unlike other dragons of its color, this dragon has no vulnerability. The PCs will figure that out the first time they try to use its supposed vulnerability against it.
7 Now I’m mad! The first time the dragon is staggered each battle, it uses its breath weapon attack as a free action that does not count against the normal uses of its breath.
8 Serious threat Disengage checks against the dragon take a –5 penalty. When a creature fails to disengage from the dragon, it takes damage equal to double the dragon’s level.
9 PC-style racial power The dragon has one of the racial powers of a player character race. The most common expressions per color are: white (halfling); black (halfling, half-orc, human, wood elf); green (dwarf, dark elf); blue (high elf, half-orc); red (half-orc, human, wood elf).
10 Raw power Until it is staggered, the dragon rolls 2d20 with its melee attacks and uses the higher roll.
11 Damage aura When an enemy starts its turn engaged with the dragon, it takes damage equal to the dragon’s level (adventurer tier), double the level (champion tier), or triple the level (epic tier). The damage type is the same as the dragon’s breath weapon.
12 More breath The dragon can use its intermittent breath 1d4 more times each battle. If its breath weapon isn’t intermittent (white and green dragons), the dragon gains the extra uses anyway, making it more dangerous than lesser specimens of its color.
13 Humanoid form The dragon is capable of shapechanging into a humanoid form, usually of a warrior or spellcaster appropriate to its nature and usually not obviously draconic, registering as a normal humanoid. The dragon has the PC-style racial power of their humanoid form, but only while in shapechanged form.
14 Some Unique Thing The dragon has an entirely unique characteristic, something akin to a player character’s one unique thing except that the dragon’s version may be relevant to combat. GM, if you don’t feel like making something up, choose an ability from the list above.

Metallic dragons also have special abilities, though they differ slightly from the chromatic dragons’ abilities.

d20 Dragon Ability Description (for Metallic Dragons)
1 True seeing The dragon is immune to invisibility and ignores illusions.
2 Whipping tail When an enemy engaged with the dragon rolls a natural 1 or 2 with an attack roll, the dragon can make an opportunity attack against that creature as a free action. The attack is set up by the dragon’s whipping tail but delivered by the dragon’s usual melee attack.
3 Tough hide The dragon has a +1 bonus to AC.
4 Fortress mind The dragon has a +2 bonus to MD.
5 Nimble The dragon has a +2 bonus to PD.
6 Murderous The crit range of the dragon’s melee attacks expands by 2.
7 Now I’m mad! The first time the dragon is staggered each battle, it uses its breath weapon attack as a free action that does not count against the normal uses of its breath.
8 Serious threat Disengage checks against the dragon take a –5 penalty. When a creature fails to disengage from the dragon, it takes damage equal to double the dragon’s level.
9 PC-style racial power The dragon has one of the racial powers of a player character race. If the dragon’s story suggests a specific power, choose that. Otherwise, use the most common expression per color: brass (gnome, halfling); bronze (dark elf, dwarf, half-orc, human); copper (dwarf, human, wood elf); silver (forgeborn, wood elf); gold (high elf, holy one, human, wood elf).
10 Raw power Until it’s staggered, the dragon rolls 2d20 with its melee attacks and uses the higher roll.
11 Damage aura When an enemy starts its turn engaged with the dragon, it takes damage equal to the dragon’s level (adventurer tier), double the level (champion tier), or triple the level (epic tier). The damage type is the same as the dragon’s breath weapon.
12 More breath The dragon gains a +5 bonus to saves to regain its breath weapon.
13 Spellbreaker When the dragon hits a creature with an attack, one spell effect that creature created is negated (hard save ends, 16+). Once the creature saves, the effect returns.
14 Shake off At the start of each of its turns, the dragon can roll a save against one save ends effect on it.
15 Free to flee Like the PCs, the dragon can escape at any time by giving up what amounts for it to a campaign loss. If the PCs are the ones to benefit from this, they should experience this as a major victory. But the dragon is still out there.
16 Air supremacy The crit range of the dragon’s attacks against flying creatures expands by an amount equal to the escalation die.
17 Denial If a PC or other creature uses an attack against the dragon that is related to an icon that the dragon also has a relationship with, the dragon gains a +5 bonus to all defenses against that attack, and it only takes damage from the attack without suffering any of its effects.
18 Survivor Each time the dragon drops to 0 hit points, it can roll a save. The first save in a battle is easy (6+), the second normal, the third and subsequent saves are hard (16+). If it succeeds, the dragon stays conscious and takes no damage from the attack or effect that would have dropped it.
19 Humanoid form The dragon is capable of shapechanging into a humanoid form, usually of a warrior or spellcaster appropriate to its nature and usually not obviously draconic, registering as a normal human or elf or whatever. This ability is best used for long-term dragon characters that make it worth the GM’s time to create a double- or triple-strength humanoid monster to represent the shapechanged form. The dragon has the PC-style racial power of their humanoid form, but only while in shapechanged form. Shapechanging is a move action.
20 Some unique thing The dragon has an entirely unique characteristic, something akin to a player character’s one unique thing except that the dragon’s version may be relevant to combat. GM, if you don’t feel like making something up, choose an ability from the list above.

White Dragon Hatchling

Normal 1st level Troop Dragon Initiative: +5 Vulnerability: fire Claws and bite +6 vs. AC (2 attacks)—4 damage Natural 16+: The hatchling can make an ice breath attack as a free action. [Special trigger] C: Ice breath +6 vs. PD—4 cold damage Natural odd miss: The hatchling takes 1d3 damage. Freezing vapors: When the hatchling scores a critical hit, it prevents the escalation die from increasing at the start of the next round. Resist cold 12+: When a cold attack targets this creature, the attacker must roll a 12+ on the attack roll or the dragon takes half damage. AC PD MD HP 15 12 8 28

Medium Brass Dragon (Metallic)

Normal 2nd level Troop Dragon Initiative: +10 Flurry of claws +6 vs. AC—5 damage Natural 11+: The dragon can make a babble attack as a free action. Miss: 3 damage. [Special trigger] C: Babble +7 vs. MD (each enemy engaged with the dragon)—The target is dazed (save ends) C: Fiery breath +6 vs. PD (1d3 nearby enemies in a group)—5 fire damage, or 7 fire damage against a dazed, weakened, or stunned target Natural 6+: The dragon can pop free from the target. Miss: Half damage. Resist fire 12+: When a fire attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. AC PD MD HP 18 12 16 31

Medium White Dragon

Normal 2nd level Troop Dragon Initiative: +6 Vulnerability: fire Claws and bite +6 vs. AC (2 attacks)—4 damage Natural 16+: The white dragon can make an ice breath attack as a free action. [Special trigger] C: Ice breath +6 vs. PD (1d3 nearby enemies)—4 cold damage Natural odd hit or miss: The dragon takes 1d4 damage. Resist cold 12+: When a cold attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. AC PD MD HP 18 15 11 38

Catacomb Dragon (Black)

Large 3rd level Wrecker Dragon Initiative: +9 Vulnerability: thunder Acid fangs +8 vs. AC (2 attacks)—8 damage, and 5 ongoing acid damage Natural 5, 10, 15, or 20: The dragon regains the use of its caustic breath if it’s expended and can use it during its next turn. C: Caustic breath +7 vs. PD (1d3 nearby enemies)—10 acid damage, 5 ongoing acid damage, and the target is caught in an acidic haze (see below) with an effect that depends on the roll Even hit: While in the haze, the target is dazed from choking or blinding. Odd hit: While in the haze, the target takes a –5 penalty to all saves against acid damage. Miss: 5 ongoing acid damage. Acidic haze: The haze is magical, semi-aware, and remains around the target until the end of the battle or until removed magically. A spellcaster can cast a spell that targets AC or PD to attack the haze and destroy it—the haze has 1 HP and an AC/PD of 22. The GM is encouraged to play fast and loose with physics here: the mist can be burned, condensed/frozen, blown away, absorbed, transmuted, etc. At the GM’s discretion, there may be physical ways to remove the haze, but it should require a hard DC. Limited use: 1/battle, as a quick action. All-terrain terror: A catacomb dragon flies reasonably well, powerful and fast in a straight line though it’s not as maneuverable as more agile flyers. It can also burrow quickly and effectively due to the acidic coating on its skin. Corrosive contact: When an enemy is engaged with the catacomb dragon at the start of its turn, it takes 3 acid damage. Resist acid 14+: When an acid attack targets this creature, the attacker must roll a natural 14+ on the attack roll or it only deals half damage. AC PD MD HP 19 17 15 104

Cenotaph Dragon (White)

Normal 3rd level Troop Dragon Initiative: +8 Vulnerability: fire Claws and bite +7 vs. AC (2 attacks)—6 damage Natural 16+: The cenotaph dragon can make an infused ice breath attack as a free action. [Special trigger] C: Infused ice breath +7 vs. PD (1d3 nearby enemies)—6 cold damage Natural 20: The target also takes 5 ongoing holy damage (in addition to double damage for crit). Natural odd hit or miss: The dragon takes 1d6 damage. Resist cold and negative energy 12+: When a cold or negative energy attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. AC PD MD HP 18 18 14 48

Large Brass Dragon (Metallic)

Large 3rd level Troop Dragon Initiative: +11 Flurry of claws +7 vs. AC—15 damage Natural 11+: The dragon can make a babble attack as a free action. [Special trigger] C: Babble +8 vs. MD (each enemy engaged with the dragon)—The target is dazed (save ends) C: Fiery breath +7 vs. PD (1d3 nearby enemies)—15 fire damage, or 20 fire damage against a dazed, weakened, or stunned target Natural 6+: The dragon can pop free from the target. Miss: Half damage. Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 18 13 17 80

Medium Black Dragon

Normal 3rd level Wrecker Dragon Initiative: +9 Vulnerability: thunder Claws and bite +8 vs. AC (2 attacks)—4 damage Natural 16+: The target also takes 4 ongoing acid damage. C: Acid breath +9 vs. PD (1d3 nearby enemies)—5 acid damage, and 5 ongoing acid damage Miss: 3 acid damage. Draconic grace: At the start of each of the black dragon’s turns, roll a d6 to see if it gets an extra standard action. If the roll is equal to or less than the escalation die, the black dragon can take an extra standard action that turn. After the first success, the grace die bumps up to a d8. After the second success, it’s a d10, then a d12 after the third success, and finally a d20 after the fourth one. Intermittent breath: A medium black dragon can use acid breath 1d3 times per battle, but never two turns in a row. Water-breathing: Black dragons swim well and can breathe underwater. Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. AC PD MD HP 19 17 15 42

Medium Bronze Dragon (Metallic)

Normal 3rd level Wrecker Dragon Initiative: +6 Crushing bite +8 vs. AC—11 damage Natural 11+: The dragon can pop free from one enemy engaged with it. C: Lightning breath +8 vs. PD (1d6 nearby or far away enemies in a rough line)—8 lightning damage, and the closest target hit is dazed (save ends) Miss: Half damage. Resist lightning 12+: When a lightning attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. Rugged defenses: When a creature attacks the dragon, if it used another action this turn before the attack, the dragon gains a +4 bonus to all defenses against the attack. AC PD MD HP 19 17 13 50

Huge Brass Dragon (Metallic)

Huge 4th level Troop Dragon Initiative: +12 Flurry of claws +8 vs. AC—25 damage Natural 11+: The dragon can make a mind-bending babble attack as a free action. [Special trigger] C: Mind-bending babble +9 vs. MD (each enemy engaged with the dragon)—The target is dazed (save ends) Natural 18+: The target is confused instead of dazed (save ends). C: Fiery breath +8 vs. PD (1d3 nearby enemies)—25 fire damage, or 30 fire damage against a dazed, weakened, or stunned target Natural 6+: The dragon can pop free from the target. Miss: Half damage. Inspire awe: While an enemy has 24 hp or fewer, it takes a –4 penalty to limited attacks against the dragon. Resist fire 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. AC PD MD HP 19 14 18 145

Medium Copper Dragon (Metallic)

Normal 4th level Spoiler Dragon Initiative: +9 Needle-sharp claws and teeth +8 vs. AC (2 attacks)—7 damage First natural 11+ each turn: The dragon can make an acrid smoke attack as a free action. [Special trigger] C: Acrid smoke +9 vs. PD (up to 3 enemies engaged with the dragon)—The target is hampered until the end of its next turn C: Acid breath +9 vs. PD (1d4 nearby enemies)—4 acid damage, and 4 ongoing acid damage Miss: 2 ongoing acid damage. Out-think: Once per battle as a free action when an enemy rolls a natural even hit against the dragon, the dragon negates the attack (no damage or effects). Resist fire 12+: When a fire attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. Swift mind: Once per battle as a free action when an attack targets the dragon’s MD, it can force the attacker to reroll the attack. AC PD MD HP 19 14 18 44

Large White Dragon

Large 4th level Troop Dragon Initiative: +8 Vulnerability: fire Claws and bite +8 vs. AC (2 attacks)—12 damage Natural 16+: The white dragon can make an ice breath attack as a free action. [Special trigger] C: Ice breath +8 vs. PD (1d3 nearby enemies)—10 cold damage Natural odd hit or miss: The dragon takes 2d4 damage. Resist cold 16+: When a cold attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 20 17 13 104

Medium Green Dragon

Normal 4th level Spoiler Dragon Initiative: +9 Vulnerability: psychic Sharp claws +9 vs. AC—7 damage Natural 11–15: The dragon can make a bite attack as a free action. Natural 16+: The dragon can make a poison breath attack as a free action. [Special trigger] Bite +9 vs. AC—10 damage Natural 16+: The target also takes 5 ongoing poison damage. [Special trigger] C: Poison breath +9 vs. PD (1d3 nearby enemies)—7 poison damage, and the target is hampered (save ends) Burrow Resist poison 12+: When a poison attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. AC PD MD HP 21 18 14 60

Gorge Dragon (Black)

Large 5th level Spoiler Dragon Initiative: +13 Vulnerability: fire Coiling +10 vs. PD—18 damage, and the dragon grabs the target; while grabbed, the target takes 9 damage at the start of each of its turns Natural 5, 10, 15, or 20: The dragon regains the use of its dazzling breath if it’s expended and can use it during its next turn. Bite +13 (includes grab bonus) vs. AC (one enemy it’s grabbing)—25 damage Natural 16+: The target takes no damage and is instead swallowed whole (see below). Limited use: 1/round, as a free action. C: Dazzling breath +9 vs. MD (1d3 nearby enemies)—14 damage, and if the target has 40 HP or fewer after being hit, it’s weakened until the end of its next turn Limited use: 1/battle, as a quick action. Swallowed whole: A creature that is swallowed whole must start making last gasp saves during its next turn. An ally can assist with the save as normal, but the save remains hard (16+) in that case. A roll of 16–19 causes the creature to be regurgitated from the dragon’s gut, while a 20 means that the creature cuts/rips a hole through the dragon’s flesh to escape (dealing basic attack damage automatically). Chain constrictor: The gorge dragon can have up to two enemies grabbed at the same time. Resist cold 14+: When a cold attack targets this creature, the attacker must roll a natural 14+ on the attack roll or it only deals half damage. Water-breathing: Gorge dragons swim well and can breathe underwater. AC PD MD HP 21 19 17 164

Huge White Dragon

Huge 5th level Troop Dragon Initiative: +10 Vulnerability: fire Claws and bite +9 vs. AC (2 attacks)—25 damage Natural 16+: The white dragon can make an ice breath attack as a free action. [Special trigger] C: Ice breath +9 vs. PD (1d3 nearby enemies)—20 cold damage Natural odd hit or miss: The dragon takes 2d8 damage. Resist cold 18+: When a cold attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. AC PD MD HP 21 18 14 200

Mausoleum Dragon (White)

Large 5th level Troop Dragon Initiative: +9 Vulnerability: fire Claws and bite +9 vs. AC (2 attacks)—16 damage Natural 16+: The mausoleum dragon can make an infused ice breath attack as a free action. [Special trigger] C: Infused ice breath +9 vs. PD (1d3 nearby enemies)—14 cold damage Natural even hit: The target also takes 7 ongoing holy damage. Natural odd hit or miss: The dragon takes 2d6 damage. Infused blood: When an enemy scores a critical hit against the mausoleum dragon, the dragon gains the following ability until the end of the battle: When an enemy is engaged with the dragon at the start of its turn, it takes 5 holy damage. Resist cold and negative energy 16+: When a cold or negative energy attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 20 20 16 140

Medium Blue Dragon

Normal 5th level Caster Dragon Initiative: +9 Vulnerability: force Dragon claw +9 vs. AC—10 damage Natural even hit or miss: The dragon can make a bite attack as a free action. [Special trigger] Bite +9 vs. AC—10 damage, and 2d6 lightning damage C: Lightning breath +9 vs. PD (1d3 nearby enemies)—8 lightning damage Natural even hit: The target is also dazed (save ends). Counter-spell: When an enemy targets the blue dragon with a spell, the dragon can roll a save; success means the spell has no effect on the dragon. If the level of the spell is lower than the dragon’s level, it’s a normal save (11+). Against an equal or higher-level spell, the save is a hard save (16+). If the dragon is staggered, the save target increases by +5 (normal becomes hard, hard becomes 21+: impossible unless the dragon has a save bonus from some other source). Intermittent breath: A medium blue dragon can use lightning breath 1d4 times per battle, but never two turns in a row. Resist lightning 12+: When a lightning attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. AC PD MD HP 22 19 19 76

Blizzard Dragon (White)

Large 6th level Wrecker Dragon Initiative: +10 Vulnerability: fire Claws and bite +10 vs. AC (2 attacks)—18 damage Natural 16+: The blizzard dragon can make a blizzard breath attack as a free action. [Special trigger] C: Blizzard breath +10 vs. PD (each nearby creature)—20 cold damage, and 5 ongoing cold damage Natural 18+: The target takes 10 ongoing cold damage instead of 5. Natural odd hit or miss: The dragon takes 2d6 damage. Continuous breath: A blizzard dragon can use blizzard breath as its standard action during the round after it uses the breath as a free action. Blizzard breath doesn’t deal miss damage to the dragon when used as a standard action. Resist cold 14+: When a cold attack targets this creature, the attacker must roll a natural 14+ on the attack roll or it only deals half damage. Wreathed in snow and cold: When an enemy is engaged with the blizzard dragon at the start of its turn, it takes 5 cold damage. AC PD MD HP 22 19 15 175

Medium Silver Dragon (Metallic)

Normal 6th level Spoiler Dragon Initiative: +11 Swift, keen claws +10 vs. AC—15 damage Natural 6+: The dragon can make a paralyzing smoke attack as a free action. [Special trigger] C: Paralyzing smoke +11 vs. MD (1d3 enemies engaged with the dragon)—The target must roll an immediate save. On a failure, the target can’t take any actions and is helpless until the start of the dragon’s next turn as its limbs become paralyzed. On a success, the target is dazed until the end of its next turn. C: Ice breath +11 vs. PD (1d4 nearby enemies in a group)—10 cold damage, and the closest target hit is dazed until the start of the dragon’s next turn Miss: Half damage. Evasive turn: Once per battle as a free action when an attack targets the dragon, it can force the attacker to reroll the attack and has resist damage 12+ against that attack. Resist cold 12+: When a cold attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. AC PD MD HP 21 17 21 90

Large Black Dragon

Large 6th level Wrecker Dragon Initiative: +13 Vulnerability: thunder Claws and bite +11 vs. AC (2 attacks)—18 damage Natural 16+: The target also takes 10 ongoing acid damage. C: Acid breath +11 vs. PD (1d3 nearby enemies)—20 acid damage, and 10 ongoing acid damage Miss: 10 acid damage. Draconic grace: At the start of each of the black dragon’s turns, roll a d6 to see if it gets an extra standard action. If the roll is equal to or less than the escalation die, the black dragon can take an extra standard action that turn. After the first success, the grace die bumps up to a d8. After the second success, it’s a d10, then a d12 after the third success, and finally a d20 after the fourth one. Intermittent breath: A large black dragon can use acid breath 1d3 times per battle, but never two turns in a row. Water-breathing: Black dragons swim well and can breathe underwater. Resist acid 16+: When an acid attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 22 20 19 160

Large Bronze Dragon (Metallic)

Large 6th level Wrecker Dragon Initiative: +9 Crushing bite +11 vs. AC—45 damage Natural 11+: The dragon can pop free from one enemy engaged with it. C: Lightning breath +11 vs. PD (1d6 nearby or far away enemies in a rough line)—32 lightning damage, and the closest target hit is dazed (save ends) Miss: Half damage. Resist lightning 16+: When a lightning attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Rugged defenses: When a creature attacks the dragon, if it used another action this turn before the attack, the dragon gains a +4 bonus to all defenses against the attack. AC PD MD HP 22 20 16 200

Medium Red Dragon

Normal 6th level Wrecker Dragon Initiative: +11 Vulnerability: cold Fangs, claws, and tail +11 vs. AC (2 attacks)—8 damage First natural even hit or miss each turn: Roll another fangs, claws, and tail attack. C: Fiery breath +11 vs. PD (2d3 nearby enemies)—10 fire damage Miss: Half damage. Intermittent breath: A medium red dragon can use fiery breath 1d3 times per battle, but never two turns in a row. Resist fire 12+: When a fire attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. AC PD MD HP 21 20 16 90

Medium Gold Dragon (Metallic)

Normal 7th level Caster Dragon Initiative: +12 Ferocious bite +13 vs. AC—20 damage Natural 11+: The dragon can make a stultifying smoke attack as a free action. [Special trigger] C: Stultifying smoke +13 vs. MD (one enemy engaged with the dragon)—The target is stunned until the start of the dragon’s next turn C: Fiery breath +13 vs. PD (up to 5 nearby enemies in a group)—14 fire damage Miss: Half damage. Spiral of golden flame: Once per battle as a quick action while the escalation die is 3+, the dragon can fly into the air, popping free from all enemies engaged with it, and make a fiery breath attack against each enemy that was engaged with it. Indomitability: Once per battle as a free action at the start of its turn, the dragon can cancel all effects and conditions on it, including ongoing damage. It can cancel these effects even if it’s prevented from taking actions, such as by being stunned. Resist fire 12+: When a fire attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. AC PD MD HP 22 18 22 85

Large Green Dragon

Large 7th level Spoiler Dragon Initiative: +11 Vulnerability: psychic Sharp claws +12 vs. AC—25 damage Natural 11–15: The dragon can make a bite attack as a free action. Natural 16+: The dragon can make a poison breath attack as a free action. [Special trigger] Bite +12 vs. AC—38 damage Natural 16+: The target also takes 10 ongoing poison damage. [Special trigger] C: Poison breath +12 vs. PD (1d3 nearby enemies)—25 poison damage, and the target is hampered (save ends) Burrow Resist poison 16+: When an acid attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 24 21 16 230

Moon Dragon (White)

Huge 7th level Troop Dragon Initiative: +12 Claws and bite +12 vs. AC (2 attacks)—40 damage Natural 16+: The moon dragon can make an ice breath attack as a free action. Both attacks miss: If the full moon is within seven days, the moon dragon’s next ice breath attack this battle will deal double damage. [Special trigger] C: Ice breath +12 vs. PD (1d3 nearby enemies)—32 cold damage Lunar resonance: A moon dragon gains a +1 bonus to attacks when the full moon is within seven days or when within its lair. A moon dragon takes a –1 penalty to all defenses and gains vulnerability: fire when the new moon is within seven days. Resist cold 18+: When a cold attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. AC PD MD HP 23 21 17 324

Void Dragon (Black)

Huge 7th level Caster Dragon Initiative: +13 Jaws and claws +12 vs. AC (2 attacks)—26 damage Natural 5, 10, 15, or 20: The dragon regains the use of its ensorceling breath if it’s expended and can use it during its next turn. Miss: 13 damage. C: Ensorceling breath +12 vs. PD (1d3 nearby enemies)—24 damage, and the dragon’s breath coalesces into two small void beasts of rapidly shifting form (see below) Miss: The dragon’s breath coalesces into one small void beast (see below). Void beasts: Each beast appears next to the dragon, acts as it wishes, and enters the initiative order after the next two creatures have taken their turns. See void beast. Limited use: 1/battle, as a quick action. Draconic grace: At the start of each of the void dragon’s turns, roll a d6 to see if it gets an extra standard action. If the roll is equal to or less than the escalation die, the void dragon can take an extra standard action that turn. After the first success, the grace die bumps up to a d8. After the second success, it’s a d10, then a d12 after the third success, and finally a d20 after the fourth one. Level 6 Void Beast Slam +11 vs. AC—18 damage Natural 5, 10, 15, or 20: The void beast spawns a new void beast at full hit points. It follows the same rules for beasts formed by ensorceling breath. AC 22 PD 20 MD 18 HP 27 AC PD MD HP 23 21 19 290

Volcano Dragon (Red)

Large 7th level Wrecker Dragon Initiative: +12 Vulnerability: cold Fangs, claws, and wings +12 vs. AC (2 attacks)—18 damage Natural 16+: The target takes 5 extra damage from a wing buffet. Natural 18+: The target takes 10 extra damage from a claw strike. [Special trigger] Tail smash +12 vs. PD (one nearby enemy)—18 damage Miss: 9 damage. Limited use: When a nearby enemy attacks and rolls a natural even hit against the dragon, the dragon can make a tail smash attack against it as a free action. C: Volcanic breath +12 vs. PD (each nearby enemy)—20 fire damage, and 5 ongoing fire damage Natural 18+: The target takes 10 ongoing fire damage instead of 5. Burning skin: When an enemy is engaged with the volcanic dragon at the start of its turn, it takes 5 fire damage. Continuous breath: A volcanic dragon can use volcanic breath 1d3 times per battle, but if it does not use its breath weapon on consecutive rounds, it loses its remaining volcanic breath attacks for the battle. Resist fire 14+: When a fire attack targets this creature, the attacker must roll a natural 14+ on the attack roll or it only deals half damage. AC PD MD HP 23 22 16 220

Large Blue Dragon

Large 8th level Caster Dragon Initiative: +13 Vulnerability: force Double claws +12 vs. AC (2 attacks)—15 damage Natural even hit or miss: The dragon can make a bite attack as a free action. [Special trigger] Bite +12 vs. AC—20 damage, and 2d10 lightning damage C: Lightning breath +12 vs. PD (1d3 nearby or far away enemies)—40 lightning damage Natural even hit: The target is also dazed (save ends). Intermittent breath: A large blue dragon can use lightning breath 1d6 times per battle, but never two turns in a row. Counter-spell: When an enemy targets the blue dragon with a spell, the dragon can roll a save; success means the spell has no effect on the dragon. If the level of the spell is lower than the dragon’s level, it’s a normal save (11+). Against an equal or higher-level spell, the save is a hard save (16+). If the dragon is staggered, the save target increases by +5 (normal becomes hard, hard becomes 21+: impossible unless the dragon has a save bonus from some other source). Resist lightning 16+: When a lightning attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 25 22 22 260

Shadow Dragon

Large 8th level Caster Dragon Initiative: +13 Shadow claws +13 vs. AC—50 psychic damage Natural 16+: The target is confused (hard save ends, 16+). C: Nightmare breath +12 vs. MD (1d3 nearby or far away enemies)—60 negative energy damage, and the target becomes a living shadow (hard save ends, 16+) Living shadow: While a living shadow, the target can’t physically interact with or gain aid from companions or aid them (including healing, bonuses, and effects) but is otherwise “normal.” Limited use: 1/battle, but the ability recharges when the dragon is staggered. If it hasn’t already made a nightmare breath attack when it becomes staggered, the dragon makes the attack as a free action and then the breath recharges. Made of shadow: The shadow dragon perceives the invisible, is unaffected by the blur spell, and ignores illusions. Rogues attempting to shadow walk near a shadow dragon end up in the dragon’s belly (save ends). While there, they are helpless and take 2d12 damage at the start of each of their turns until they save and fall back out of shadow. Shadowy escalation: When in poorly lit areas of shadow, the dragon adds the escalation die to its attack rolls. Complete darkness or bright daylight negates the ability. Nastier Specials Shadow illusions: As a standard action, the dragon can appear to be humanoid, usually disguising itself as an unthreatening old man in a cloak (DC 35 to detect). Daylight will show the illusion for what it is—an insubstantial dragon. Dragons with a Book of Many Faces will have perfect humanoid disguises. Dropping the illusion is a free action. Shadowy phasing: When the escalation die is even, natural odd attack rolls against the dragon automatically miss. When the escalation die is odd, natural even attack rolls against the dragon automatically miss. Attacks that deal holy damage ignore this ability. On Holy Ground While on “holy ground” such as a temple or consecrated shrine, all hard saves against shadow dragon effects become normal saves. As a standard action, a cleric who invokes the gods can produce a similar anti-shadow effect in the nearby area until the start of their next turn, or they can turn hard saves against shadow dragon abilities to easy saves if that area is already on holy ground. Shadow dragons try to avoid holy ground, and shadow thieves can only enter it while possessing victims and will flee once the possession ends. It’s up to the GM what counts as “holy ground” in their game. AC PD MD HP 25 22 22 260

Shadow Thief

Normal 8th level Mook Dragon Initiative: +17 Shadow strangulation +13 vs. PD—20 psychic damage Natural 16+: The target takes 20 negative energy damage, and the shadow thief can make a shadow possession attack as a free action (but see group ability). [Group ability] C: Shadow possession +13 vs. MD (one enemy hit by shadow strangulation)—The shadow thief “crawls inside” the target. The target is confused (save ends), and the shadow thief can’t be the target of an attack or effect until it’s forced from the target’s body when that creature saves against the confusion effect. Group ability: For every four shadow thieves in the battle (round up), one of them can use shadow possession during the battle. Shadow thievery: The shadow thief is an extension of the shadow dragon, not really a separate entity. When it drops to 0 hp, it flees back to the shadow dragon and merges with it. When this happens, if there is at least one enemy engaged with that shadow thief, the thief chooses one enemy engaged with it. Roll a d20; on a 16+, the shadow thief steals a random magic item from the chosen enemy as it flees back to the dragon (but see stop…thief below). Stolen items are replaced with shadowy duplicates that work until the end of the battle then fade to nothingness. The items can be recovered if the dragon is slain in the same battle. Stop…thief! When a shadow thief steals an item, the creature it steals from can choose to prevent the theft, but at a cost. If the natural d20 thievery roll was odd, the target of the thievery attempt can choose to keep the item but become hampered (save ends) as they wrestle with the shadow. If the natural thievery roll was even, the target has the same choice, but it’s a hard save (16+) to end the hampered effect. AC PD MD HP 25 20 16 38

Empyrean Dragon (Black)

Huge 9th level Spoiler Dragon Initiative: +17 Gleaming bite +14 vs. AC—50 damage, and one effect triggers based on the head that attacks (GM’s choice) Head 1: The target can’t use recoveries until end of its next turn. Head 2: One enemy that hit the dragon since the dragon’s last turn takes 12 damage. Head 3: The target moves to a nearby non-harmful location of the dragon’s choice as a free action. This movement can provoke opportunity attacks. C: Venom breath +13 vs. PD (1d3 + 1 nearby enemies)—35 damage Swarming motes: Each time the dragon uses this attack, a swarm of light motes that resolve into scorpions and stinging insects swirl around the targets. The swarm harasses each targeted enemy, hit or miss. During its next turn, any enemy being swarmed this way must choose one: Take 25 damage; OR roll twice for each attack roll it makes that turn, taking the lower result. [Special trigger] C: Crying heavens +13 vs. MD (each enemy in the battle)—20 ongoing damage Miss: 10 ongoing damage. Temporal manastorm: The empyrean dragon’s connection to the overworld falters, creating a storm of distorted time and magic in the area. The dragon’s critical hit range for all attacks expands by 2 until the end of the battle. In addition, when a target saves against the ongoing damage from this attack, the crit range of its attacks against the dragon expands by 1 until the end of the battle. Limited use: 1/battle, as a free action when first staggered. Three heads are better than one: The empyrean dragon can make two gleaming bite attacks as a single standard action, one each from two heads. The third head is assumed to be maneuvering the body around. It can choose not to make one of those attacks to end any condition affecting it except for ongoing damage (this includes the stunned condition, even though it technically doesn’t get an action when stunned). An enemy who scores a critical hit against an empyrean dragon can forego the extra damage to lop off one of the dragon’s heads. If an enemy deals 150 damage with a single attack against the dragon, the attack will also remove a head. An empyrean dragon with two remaining heads can make only one gleaming bite attack as a standard action and can’t sacrifice that attack to remove conditions. The dragon dies if all three heads are removed. Intermittent breath: An empyrean dragon can use venom breath 1d2 + 1 times per battle, but never two turns in a row. AC PD MD HP 25 23 21 510

Hoardsong Dragon (Red)

Large 9th level Spoiler Dragon Initiative: +13 Vulnerability: cold Fangs and claws +14 vs. AC (3 attacks)—30 damage Natural 16+: The target takes 15 extra damage from a precise strike. C: Hoardsong +14 vs. MD (one nearby enemy in the dragon’s lair)—10 psychic damage, and the target is confused (save ends) Limited use: 2/battle, as a quick action (once per round). C: Precise breath +14 vs. PD (1d4 + 1 nearby enemies, or one enemy)—20 fire damage, and 10 ongoing fire damage; OR 80 fire damage, and 20 ongoing fire damage if used against a single enemy Natural 18+: If the breath targeted multiple enemies, the target takes 20 ongoing fire damage instead of 10. If the breath targeted a single enemy, the target takes 40 ongoing fire damage instead of 20. Intermittent breath: A hoardsong dragon can use precise breath 1d4 times per battle, but never two turns in a row. Known to an ounce: The dragon knows where every treasure in its hoard is located, allowing it to detect any movement or shifting of the coins and valuables. While in its lair with its hoard, the hoardsong dragon is immune to invisibility and ignores illusions, and creatures attempting to hide from it take a –5 penalty to their checks. Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Nastier Specials Hoard minions: The dragon’s connection to its hoard is so strong that it has some control over the souls of those it previously killed who owned the treasures. Once per round as a quick action, the hoardsong dragon can summon 1d4 hoard spirits that take form by surrounding themselves in coins, wear empty suits of armor, etc., and defend the dragon’s hoard. Roll initiative for the minions once and use that count for all additional minions. The call of the hoard: The connection of a hoardsong dragon to its hoard imparts the dragon’s magic upon the hoard. Before battle, if the PCs are able to see the hoard while the dragon speaks to them, each PC that can hear the dragon must roll a Wisdom check. On a result of 24 or less, that PC is charmed as per the charm person spell and considers the dragon a friend. On a result of 25–29, the PC is lulled by the dragon’s words and the sight of the hoard; if combat occurs, the PC will be stunned during their first round. The dragon will make a suggestion to charmed PCs to leave and bring it more treasure for its hoard (while it prepares surprises for their return). Charmed PCs won’t attack the dragon, but can make a normal save each round in battle to break the charm effect (or every day outside of combat). AC (In Lair) PD MD HP 25 26 24 18 360

Hoard Spirit (Red)

Normal 9th level Mook Construct Initiative: +15 Hoard-fueled strike +14 vs. AC—35 damage Natural 16+: The target is stuck under a pile of treasure until the end of its next turn. AC PD MD HP 24 22 18 50

Huge Black Dragon

Huge 9th level Wrecker Dragon Initiative: +17 Claws and bite +14 vs. AC (3 attacks)—30 damage Natural 16+: The target also takes 15 ongoing acid damage. Miss: 20 damage. C: Acid breath +14 vs. PD (1d3 nearby or far away enemies)—50 acid damage, and 15 ongoing acid damage Miss: 4d12 acid damage. Draconic grace: At the start of each of the huge black dragon’s turns, roll a d4 to see if it gets an extra standard action. If the roll is equal to or less than the escalation die, the black dragon can take an extra standard action that turn. After the first success, the grace die bumps up to a d6. After the second success, it’s a d8, then a d10 after the third success. The fourth success is a d12, and finally a d20 after the fifth one. Intermittent breath: A huge black dragon can use acid breath 2d3 times per battle, but never two turns in a row. Water-breathing: Black dragons swim well and can breathe underwater. Resist acid 18+: When an acid attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. AC PD MD HP 25 23 21 510

Huge Bronze Dragon (Metallic)

Huge 9th level Wrecker Dragon Initiative: +12 Crushing bite +14 vs. AC—170 damage Natural 11+: The dragon can pop free from one enemy engaged with it. C: Lightning breath +14 vs. PD (1d6 nearby or far away enemies in a rough line)—120 lightning damage, and the closest target hit is dazed (save ends) Miss: Half damage. Inspire awe: While an enemy has 72 hp or fewer, it takes a –4 penalty to limited attacks against the dragon. Resist lightning 18+: When a lightning attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. Retributive lightning: Once per battle as an interrupt action when an enemy targets it with an attack, the dragon can make a lightning breath against that attacker (and yes, if the dragon hits, the interrupted attack takes the –4 penalty due to dazed). Rugged defenses: When a creature attacks the dragon, if it used another action this turn before the attack, the dragon gains a +4 bonus to all defenses against the attack. AC PD MD HP 25 23 19 600

Large Copper Dragon (Metallic)

Large 9th level Spoiler Dragon Initiative: +14 Needle-sharp claws and teeth +13 vs. AC (2 attacks)—50 damage First natural 11+ each turn: The dragon can make an acrid smoke attack as a free action. [Special trigger] C: Acrid smoke +14 vs. PD (up to 3 enemies engaged with the dragon)—The target is hampered until the end of its next turn C: Acid breath +14 vs. PD (1d4 nearby enemies in a group)—25 acid damage, and 25 ongoing acid damage Miss: 10 ongoing acid damage. Out-think: Once per battle as a free action when an enemy rolls a natural even attack against the dragon, the dragon negates the attack (no damage or effects). Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Swift mind: Once per battle as a free action when an attack targets the dragon’s MD, it can force the attacker to reroll the attack. AC PD MD HP 24 19 23 290

Large Red Dragon

Large 10th level Wrecker Dragon Initiative: +13 Vulnerability: cold Fangs, claws, and tail +15 vs. AC (2 attacks)—35 damage First natural even hit or miss each turn: Roll a third fangs, claws, and tail attack. C: Fiery breath +15 vs. PD (2d3 nearby enemies)—40 fire damage Miss: Half damage. Intermittent breath: A large red dragon can use fiery breath 1d4 times per battle, but never two turns in a row. Fear: While engaged with this creature, enemies with 72 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks. Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 25 24 20 400

Large Silver Dragon (Metallic)

Large 10th level Spoiler Dragon Initiative: +14 Swift, keen claws +14 vs. AC—95 damage Natural 6+: The dragon can make a paralyzing smoke attack as a free action. [Special trigger] C: Paralyzing smoke +15 vs. MD (1d3 enemies engaged with the dragon)—The target must roll an immediate save. On a failure, the target can’t take any actions and is helpless until the start of the dragon’s next turn as its limbs become paralyzed. On a success, the target is dazed until the end of its next turn. C: Ice breath +14 vs. PD (1d4 nearby enemies in a group)—60 cold damage, and the closest target hit is dazed until the start of the dragon’s next turn Miss: Half damage. Evasive turn: Once per battle as a free action when an attack targets the dragon, it can force the attacker to reroll the attack and has resist damage 16+ against that attack. Resist cold 16+: When a cold attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 25 21 25 430

Greathoard Elder (Red)

Huge 11th level Wrecker Dragon Initiative: +14 Fangs, claws, and wings +16 vs. AC (2 attacks)—90 damage Natural 14+: The target takes 12 extra damage from a wing buffet. Natural 16+: The target takes 20 extra damage from a claw strike. Natural 19+: The dragon can make a treasury master attack as a free action. C: Treasury master +16 vs. MD (the nearby non-confused enemy with the most true magic items)—30 psychic damage, and the target is confused (save ends) Limited use: 2/battle, as a quick action (once per round). C: Precise breath +16 vs. PD (1d4 + 1 nearby enemies, or one enemy)—50 fire damage, and 15 ongoing fire damage; OR 170 fire damage, and 30 ongoing fire damage if used against a single enemy Natural 18+: If the breath targeted multiple enemies, the target takes 25 ongoing fire damage instead of 15. If the breath targeted a single enemy, the target takes 60 ongoing fire damage instead of 30. Call of the hoard: When an enemy is engaged with the greathoard elder in its lair at the start of its turn, it must roll a normal save; on a failure, it hurls one random non-armor true magic item into the dragon’s hoard (adjust stats accordingly). The item is unavailable until the end of the battle. If the dragon flees or is defeated, lost magic items can be retrieved. Greathoard rage: When an enemy scores a critical hit against the greathoard elder while it’s in its lair, the elder can reroll one of its missed attacks each round (cumulative) as its hoard sings a song of carnage to it. Intermittent breath: A greathoard elder can use precise breath 1d4 + 1 times per battle, but never two turns in a row. Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Nastier Specials Iconic comparisons: The dragon is enamored/envious of the icons with the greatest hoards. For each PC who has at least one positive or conflicted relationship point with one or more of those icons, the greathoard elder gains an extra use of treasury master this battle. AC (In Lair) PD MD HP 27 28 26 20 870

Huge Copper Dragon (Metallic)

Huge 11th level Spoiler Dragon Initiative: +16 Needle-sharp claws and teeth +15 vs. AC (2 attacks)—70 damage First natural 11+ each turn: The dragon can make an acrid smoke attack as a free action. [Special trigger] C: Acrid smoke +16 vs. PD (up to 3 enemies engaged with the dragon)—The target is hampered until the end of its next turn C: Acid breath +16 vs. PD (1d4 nearby enemies in a group)—35 acid damage, and 35 ongoing acid damage Miss: 15 ongoing acid damage. Inspire awe: While an enemy has 120 hp or fewer, it takes a –4 penalty to limited attacks against the dragon. Resist fire 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. Supreme Out-think: Once per battle as a free action when an enemy rolls a natural even attack against the dragon, the dragon negates the attack (no damage or effects). In addition, this effect against natural even attacks lasts against the dragon’s enemies until the start of the dragon’s next turn. Swift mind: Once per battle as a free action when an attack targets the dragon’s MD, it can force the attacker to reroll the attack. AC PD MD HP 26 21 25 700

Huge Green Dragon

Huge 11th level Spoiler Dragon Initiative: +15 Sharp claws +16 vs. AC—100 damage Natural 11–15: The dragon can make a bite attack as a free action. Natural 16+: The dragon can make a poison breath attack as a free action. [Special trigger] Bite +16 vs. AC—140 damage Natural 16+: The target also takes 20 ongoing poison damage. [Special trigger] C: Poison breath +16 vs. PD (1d3 nearby enemies)—100 poison damage, and the target is hampered (save ends) Burrow Resist poison 18+: When a poison attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. AC PD MD HP 28 25 20 900

Large Gold Dragon (Metallic)

Large 11th level Caster Dragon Initiative: +15 Ferocious bite +16 vs. AC—100 damage Natural 11+: The dragon can make a stultifying smoke attack as a free action. [Special trigger] C: Stultifying smoke +16 vs. MD (one enemy engaged with the dragon)—The target is stunned until the start of the dragon’s next turn C: Fiery breath +16 vs. PD (up to 5 nearby enemies in a group)—70 fire damage Miss: Half damage. Spiral of golden flame: Once per battle as a quick action while the escalation die is 3+, the dragon can fly into the air, popping free from all enemies engaged with it, and make a fiery breath attack against each enemy that was engaged with it. Indomitability: Once per battle as a free action at the start of its turn, the dragon can cancel all effects and conditions on it, including ongoing damage. It can cancel these effects even if it’s prevented from taking actions, such as by being stunned. Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 26 22 26 460

Flamewreathed Dragon (Red)

Huge 12th level Spoiler Dragon Initiative: +15 Fangs and claws +17 vs. AC (3 attacks)—75 damage Natural 16+: The target takes 20 ongoing fire damage. C: Primal fire breath +17 vs. PD (1d4 + 1 nearby enemies, or one enemy)—60 fire damage, and 15 ongoing fire damage; OR 180 fire damage, and 30 ongoing fire damage and the target is weakened (save ends both) if used against a single enemy Natural 18+: If the breath targeted multiple enemies, the target takes 25 ongoing fire damage instead of 15. If the breath targeted a single enemy, the target takes 60 ongoing fire damage instead of 30. C: Whirling inferno +17 vs. PD (each nearby enemy taking ongoing fire damage)—The target’s ongoing fire damage increases by 5 and becomes hard save ends (16+) as the dragon fans the flames Limited use: 2/battle, as a quick action (once per round). Intermittent breath: A flamewreathed dragon can use primal fire breath 1d4 + 2 times per battle, but never two turns in a row. Resist fire 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. Wyrm of fear and flame: While engaged with this creature, enemies with 120 hp or fewer are dazed (–4 attacks), do not add the escalation die to their attacks, and take 4d20 fire damage at the start of their turn. Nastier Specials Draconic fire: The dragon’s will and magic are so powerful that it ignores the fire resistance of creatures battling it. Smoke minions: The dragon’s lair is wreathed in smoke and fumes, and through its magic the dragon has some control over those hot gases. Once per round as a quick action, the flamewreathed dragon can summon 1d4 smoke minions that take humanoid or bestial form and defend the dragon’s lair. Roll initiative for the minions once and use that count for all additional minions. AC PD MD HP 28 21 27 1100

Smoke Minions

Normal 12th level Mook Construct Initiative: +13 Invasive gases +17 vs. AC—55 damage Natural 16+: The target is hampered from burning eyes and gases in its lungs until the end of its next turn. AC PD MD HP 26 20 24 80

Huge Blue Dragon

Huge 12th level Caster Dragon Initiative: +17 Double claws +16 vs. AC (2 attacks)—50 damage Natural even hit or miss: The dragon can make a bite attack as a free action. [Special trigger] Bite +16 vs. AC—60 damage, and 4d10 lightning damage to the target and to one other nearby enemy of the dragon’s choice C: Far slashing lightning breath +16 vs. PD (1d4 nearby or far away enemies)—80 lightning damage Natural even hit: The target is also dazed (save ends). After the target saves, it takes a –1 attack penalty (non-cumulative) until its next full heal-up (because it’s vibrating slightly out of synch with the rest of the world). Intermittent breath: A huge blue dragon can use far slashing lightning breath 2d4 times per battle, but never two turns in a row. Counter-spell: When an enemy targets the blue dragon with a spell, the dragon can roll a save; success means the spell has no effect on the dragon. If the level of the spell is lower than the dragon’s level, it’s a normal save (11+). Against an equal or higher-level spell, the save is a hard save (16+). If the dragon is staggered, the save target increases by +5 (normal becomes hard, hard becomes 21+: impossible unless the dragon has a save bonus from some other source). Resist lightning 18+: When a lightning attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. AC PD MD HP 29 26 26 980

Huge Red Dragon

Huge 13th level Wrecker Dragon Initiative: +19 Fangs, claws, and tail +19 vs. AC (3 attacks)—70 damage First natural even hit or miss each turn: Roll a fourth fangs, claws, and tail attack. Second natural even hit or miss each turn: Roll a fifth fangs, claws, and tail attack. C: Fiery breath+19 vs. PD (2d3 nearby or far away enemies)—80 fire damage Miss: Half damage. Intermittent breath: A huge red dragon can use fiery breath 1d6 times per battle, but never two turns in a row. Fear: While engaged with this creature, enemies with 144 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks. Resist fire 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. AC PD MD HP 28 27 23 1200

Huge Silver Dragon (Metallic)

Huge 13th level Spoiler Dragon Initiative: +16 Swift, keen claws +17 vs. AC—230 damage Natural 6+: The dragon can make a paralyzing smoke attack as a free action. [Special trigger] Paralyzing smoke +18 vs. MD (1d3 enemies engaged with the dragon)—The target must roll an immediate save. On a failure, the target can’t take any actions and is helpless until the start of the dragon’s next turn as its limbs become paralyzed. On a success, the target is dazed until the end of its next turn. C: Ice breath +18 vs. PD (1d4 enemies in a group)—160 cold damage, and the closest target hit is dazed until the start of the dragon’s next turn Miss: Half damage. Evasive riposte: Once per battle as a free action when an attack targets the dragon, it can force the attacker to reroll the attack and has resist damage 18+ against that attack. If the attack misses, the dragon can make a paralyzing smoke attack as free action. Inspire awe: While an enemy has 192 hp or fewer, it takes a –4 penalty to limited attacks against the dragon. Resist cold 18+: When a cold attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. AC PD MD HP 28 24 28 1300

Huge Gold Dragon (Metallic)

Large 14th level Caster Dragon Initiative: +15 Ferocious bite +19 vs. AC—240 damage Natural 11+: The dragon can make a stultifying smoke attack as a free action. Miss: 120 damage. [Special trigger] Stultifying smoke +19 vs. MD (one enemy engaged with the dragon)—The target is stunned until the start of the dragon’s next turn C: Fiery breath +19 vs. PD (up to 5 enemies in a group)—200 fire damage Natural even hit: The target takes 40 ongoing fire damage and is dazed (save ends both). Miss: Half damage. Inspire awe: While an enemy has 240 hp or fewer, it takes a –4 penalty to limited attacks against the dragon. Spiral of golden flame: Once per battle as a quick action while the escalation die is 3+, the dragon can fly into the air, popping free from all enemies engaged with it, and make a fiery breath attack against each enemy that was engaged with it. Indomitability: Once per battle as a free action at the start of its turn, the dragon can heal 300 hp and cancel all effects and conditions on it, including ongoing damage. It can heal and cancel these effects even if it’s prevented from taking actions, such as by being stunned. Resist fire 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. AC PD MD HP 29 25 29 1400

Drider

Large 6th level Caster Aberration Initiative: +10 Sword or mace +9 vs. AC—20 damage Natural even hit: The drider can make a poison bite attack as a free action. [Special trigger] Poison bite +9 vs. PD—10 poison damage, and 10 ongoing poison damage R: Lightning bolt spell +11 vs. PD—30 lightning damage Natural even hit: The drider can make a lightning bolt spell attack against a second nearby enemy, followed by a third and final different nearby enemy if the second attack is also a natural even hit. C: Web attack +11 vs. PD (up to 2 nearby enemies in a group)—the target is hampered (save ends) Limited use: 1/round as a quick action, if the escalation die is even. AC PD MD HP 21 15 20 170

Drow

Drow may optionally include one of these abilities as nastier specials: Drow Cruelty or Poisons and Potions.

Drow Cruelty

Choose one of the following abilities for all non-mook drow in a battle to have:

Poisoner: When the drow scores a critical hit, it can forego damage to force the target to start making last gasp saves. On the fourth failure, the target falls unconscious (and can’t be woken normally) for 2d4 minutes.

Take advantage of weakness: Whenever an enemy nearby a drow rolls a save, it takes its level in damage.

Umbral caul: As long as at least one drow uses a standard action each round to maintain the supernatural darkness, each non-drow creature in the battle becomes dazed (save ends) whenever it rolls a natural 1–5 with an attack roll.

Venomous: The first time each battle a drow hits with a weapon attack, the target also takes 5 ongoing poison damage.

Poisons and Potions

Drinking a potion, applying a poison, or using a substance requires only a quick action for a drow with one of these options. Characters who acquire any of these drow items must use a standard action to drink/apply them.

Draft of Eschaton (potion): When drunk it immediately purges the body of all poisons and toxins and ends any ongoing conditions. All the drinker’s saves (including last gasp saves and death saves) automatically succeed for the rest of the battle or for five minutes. Immediately after the battle, the drinker must make a DC 30 Constitution check or be completely debilitated and unable to travel far or to fight for a day.

Dragon Apples: Small ceramic spheres that explode. Make a basic ranged attack against a nearby enemy (or level + 5 for drow); on a hit, the target takes 10 ongoing fire damage.

Midnight Tincture: When this glass vial is broken, the nearby area is shrouded in clinging darkness. The darkness lasts 3 rounds. Each creature in the darkness except drow takes a –4 attack penalty. The tincture can be attached to an arrow or bolt.

Potion of Spider Climbing: For one battle or five minutes the drinker can climb on ceilings and walls as easily as it moves on the ground.

Spider Venom: A creature hit by a melee weapon coated in the venom takes 5 ongoing poison damage when the attack roll is a natural 16+.

Web Dust: Made from desiccated spiders, this dust can hold a door shut or stick an object to a wall for five minutes. Champion-tier creatures can make a DC 20 skill check to rip through something held by web dust before it fully dissolves, and epic-tier creatures can rip through such objects in a round. Further applications increase the effectiveness: three applications lasts for fifteen minutes, requires 3 successful checks, and takes 3 rounds for epic-tier characters to get through.

Drow Spider-Mage

Normal 3rd level Caster Humanoid Initiative: +8 Sharpened wand +8 vs. AC—10 damage R: Shadowfire +8 vs. PD (one nearby or far away enemy)—8 damage, and the target is weakened (save ends) Limited use: Once the spider-mage hits with shadowfire, she can’t use it again until the target saves against it. C: Malediction of webs +8 vs. PD (up to 2 nearby enemies in a group)—The target is stuck (save ends), and takes 5 damage each time it fails the save Dark orison: Each time the spider-mage misses with an attack, the crit range of attacks by drow and spiders in the battle expands by 1. Spider speaker: The first time each battle an enemy hits the spider-mage with a melee attack, that attacker takes 8 ongoing poison damage from her familiar. AC PD MD HP 19 13 17 40

Drow Soldier

Normal 4th level Mook Humanoid Initiative: +9 Paired swords +9 vs. AC—6 damage R: Crossbow +9 vs. AC (one nearby enemy, or a far away enemy at –2 atk)—7 damage With my dying breath I curse at thee: When the drow soldier drops to 0 hp, one enemy engaged with it takes 2 poison damage before the drow soldier dies. AC PD MD HP 20 19 14 18

Weaver Swarm

Normal 3rd level Mook Beast Initiative: +9 A thousand needle wounds +8 vs. AC—5 damage Natural 16+: The target is hampered until the end of its next turn. Natural 18+: As above, and the target is also stuck until the end of its next turn. Clinging: Enemies take a –5 penalty to disengage checks against the swarm. Wall-crawler: The swarm can climb on ceilings and walls as easily as it moves on the ground. AC PD MD HP 19 17 13 10

Drow Sword Maiden

Normal 5th level Troop Humanoid Initiative: +13 Cruel cutlass +10 vs. AC—18 damage C: Dagger dance +10 vs. AC (one nearby enemy, or a far away enemy at –2 atk)—14 damage Natural even hit: Each other enemy engaged with the sword maiden takes 10 damage. Nastier Specials Effortless grace: Once per round when an attack misses the sword maiden, she can move or make a cruel cutlass attack as a free action. Arcane warrior: The sword maiden has a true magic item (probably a weapon) and uses it to her benefit (adjust stats accordingly). AC PD MD HP 21 19 15 75

Drow Spider-Sorceress

Normal 6th level Caster Humanoid Initiative: +11 Sharpened wand +11 vs. AC—20 damage R: Darkfire +11 vs. PD (one nearby or far away enemy)—20 damage, and the target is weakened (save ends) Limited use: Once the sorceress hits with darkfire, she can’t use it again until the target saves. C: Greater malediction of webs +11 vs. PD (up to 2 nearby enemies in a group)—10 damage, and the target is stuck (save ends) and takes 10 damage each time it fails the save Dark orison: Each time the spider-sorceress misses with an attack, the crit range of attacks by drow and spiders in the battle expands by 1. Spider speaker: The first time each battle an enemy hits the spider-sorceress with a melee attack, that attacker takes 16 ongoing poison damage from her familiar. Nastier Specials Arcane arachnids: The spider-sorceress has a true magic item (probably an implement) and uses it to her benefit (adjust stats accordingly). AC PD MD HP 22 16 20 84

Lokkris

Normal 6th level Mook Beast Initiative: +16 Stingers on each leg +11 vs. AC—8 damage, and 5 ongoing poison damage Lays eggs in your eyes!: Each time the lokkris hits with the attack, the crit range for all lokkris against that target expands by 1 until the end of the battle. Flight: Lokkris are quick darting fliers that move with an angry buzzing sound. Wall-crawler: A lokkris can climb on ceilings and walls as easily as it moves on the ground. AC PD MD HP 22 21 14 23

Spider Mount

Normal 6th level Troop Beast Initiative: +15 (or same as rider if it has one) Bite +11 vs. AC—15 damage, and 10 ongoing poison damage C: Web +11 vs. PD (up to 2 nearby enemies in a group)—The target is stuck (save ends) Wall-crawler: A spider mount can climb on ceilings and walls as easily as it moves on the ground, and so can its rider. Uncontrolled: A riderless spider mount will eventually run away. At the start of the spider’s turn roll a d4; if you roll less than the escalation die, the mount flees. AC PD MD HP 22 16 20 90

Drow Darkbolt

Normal 7th level Archer Humanoid Initiative: +12 Dagger and spidersilk line +12 vs. AC (one nearby enemy)—22 damage Miss: 8 damage. R: Exsanguinating barbed arrows +12 vs. AC (one nearby or far away enemy)—20 damage, and 6 ongoing damage Natural even hit: As a free action, the darkbolt can make a second barbed arrows attack against a different enemy with a –2 attack penalty. If it gets another natural even hit, it can make a third (and final) barbed arrows attack against a different enemy with a –4 attack penalty as a free action. Darkbolt vanish!: If unengaged, when the darkbolt attacks and rolls a natural even miss, it can step into a shadow-dimension that turn as a move action. While in the shadows, it can’t be seen or targeted with attacks, and it reappears anywhere nearby at the start of its next turn. Wall-crawler: A darkbolt can climb on ceilings and walls as easily as it moves on the ground thanks to its rope-dagger and spiked bracers. Nastier Specials Well equipped: The drow has a potion or poison that it can use as a quick action twice this battle (see Drow Abilities). AC PD MD HP

Drow Cavalry

2x 9th level Wrecker Humanoid Initiative: +14 Glass-tipped lance +14 vs. AC—75 (90/25) damage, and the target pops free from the cavalry and is weakened (save ends) Limited use: 1/battle, during a surprise round or the first round of battle. Spider saber +14 vs. AC—75 (90/25) damage Expert spider-rider: While mounted, the drow cavalry deals +15 damage with its attacks, hit or miss, against unmounted enemies. Mounted combatant: Reduce the drow cavalry’s attack damage by 50 when it’s not riding a spider. Spider mount: Whenever the drow cavalry rolls a natural 1–10 on an attack roll, its spider mount acts independently, choosing one of the following options: Bite—The spider makes a bite attack. Jump & Scuttle—The spider and its rider pop free from all enemies and can move somewhere nearby. Web—The spider makes a web attack. AC PD MD HP 25 23 18 270

Elder Beast

Warped Beast

Normal 5th level Wrecker Aberration Initiative: +9 Tentacle maw +10 vs. AC—16 damage Natural 18+: The target is hampered until the end of its next turn. Miss: The warped beast can make a psychic blast attack as a free action. [Special trigger] C: Psychic blast +10 vs. MD (1d3 nearby enemies)—8 psychic damage Natural 18+: The target is confused until the end of its next turn. One madness feature: At the start of each of the warped beast’s turns, roll a d6. The warped beast gains the corresponding ability until the start of its next turn. 1. Amorphous oozing form: The beast has resist damage 11+ to all damage. 2. Dimensional slide: Once during its turn, the warped beast can teleport anywhere nearby it can see as a move action. Each enemy engaged with it when it teleports is confused until the end of its next turn. 3. Fear aura: While engaged with the warped beast, enemies that have 24 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks. 4. Gibbering mouths: When an enemy ends its turn engaged with the warped beast, it’s confused until the end of its next turn. 5. Many spontaneous limbs: When the warped beast makes a tentacle maw attack during its turn, roll a d4. That many additional limbs or tentacles spontaneously erupt from the creature and make an additional basic attack that turn (special abilities/effects don’t trigger on those extra attacks). Each of those attacks only deals half damage. 6. Warping touch: When the warped beast hits a creature with a tentacle maw attack, the target also takes 5 ongoing psychic damage and a –2 penalty to saves (save ends both). Nastier Specials Warped mutant: Roll two madness features instead of one each round (reroll similar results). AC PD MD HP 20 17 15 75

Umluppuk

Huge 7th level Spoiler Aberration Initiative: +15 Pods of mouths and eyes +12 vs. AC (4 attacks)—20 damage Natural even hit: The target is stuck (easy save ends, 6+). Miss: 10 damage. C: Chorus of madness +12 vs. MD (up to 3 random nearby creatures)—10 ongoing psychic damage, and the target is confused (save ends both) Quick use: This ability only requires a quick action (once per round) instead of a standard action when the umluppuk starts its turn unengaged (or without an enemy consumed if you are using the nastier special!). Resist psychic 18+: When a psychic attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. Nastier Specials Consume: Once per round during its turn, the umluppuk can make a consume attack against a stuck enemy as a quick action. The umluppuk can only one target consumed at a time. Consume +18 vs. PD (one stuck enemy)—50 damage, and the target takes 10 ongoing acid damage and is absorbed into the umluppuk (hard save ends both, 16+); while inside the umluppuk, the target is vulnerable to the umluppuk’s pods of mouths and eyes attacks (attacks vs. it have crit range expanded by 2), and it’s stuck. AC PD MD HP 23 21 20 310

Hagunemnon

Large 13th level Wrecker Aberration Initiative: +16 Spontaneous metamorphosing limbs +18 vs. AC—110 damage, and the hagunemnon can make a spontaneous metamorphosing limbs attack against a different target as a free action Natural 19+: The target starts making last gasp saves. On the fourth failure, it becomes a shapeless ooze. Diminishing limbs: With each subsequent hit after the first, spontaneous metamorphosing limbs deals 20 less damage. The hagunemnon also doesn’t gain any extra attacks when it makes a basic attack. Dimension hop: As a move action when the escalation die is odd, the hagunemnon can teleport nearby or far away to a location it can see. Resist psychic 18+: When a psychic attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. Shapechange: As a standard action, the hagunemnon can change its form to that of any large or medium creature, or back to its own shape. Seeing through the shapechange requires a DC 25 skill check. Nastier Specials Madness aura: When a creature is engaged with the hagunemnon at the start of its turn, it takes 4d10 psychic damage. If it takes 31 or more damage this way during a single turn, it’s also confused until the start of its next turn. AC PD MD HP 29 23 27 864

Elemental

Small Air Elemental

Normal 3rd level Wrecker Elemental Initiative: +9 Slam +8 vs. AC—5 damage C: Swirling winds +8 vs. PD (1d3 random conscious nearby enemies)—5 damage Natural even hit: The target pops free from the elemental. Flight: It’s quick and lively. Resist non-spell damage 16+: When a non-spell attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 18 17 13 34

Small Earth Elemental

Normal 3rd level Troop Elemental Initiative: +5 Rocky fists +7 vs. AC (2 attacks)—7 damage Miss: 2 damage. Repair damage 10 and below: When the earth elemental is targeted by a natural attack roll of 10 or less, the elemental heals 1d6 damage before taking any damage from the attack. Nastier Specials for all earth elementals Burrow: Not all earth elementals burrow, though if yours is particularly nasty or associated with a particular icon, it can. AC PD MD HP 19 18 13 40

Small Fire Elemental

Normal 3rd level Troop Elemental Initiative: +8 Whipping flames +8 vs. PD—8 fire damage, and 4 ongoing fire damage to a random nearby enemy (including an unconscious one) Melee burn: When an enemy makes a natural odd melee attack roll against the fire elemental, that attacker takes 1d8 fire damage. Resist fire 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. AC PD MD HP 19 18 15 38

Small Water Elemental

Normal 3rd level Blocker Elemental Initiative: +7 Surge +7 vs. AC (up to 2 enemies)—8 damage Miss: The elemental heals 3 hp. Liquid empowerment: The water elemental gains a +2 bonus to attacks and all defenses while it’s in contact with a body of water, or while it’s nearby a sizeable body of water. A bucket or a bathtub of liquid doesn’t count; it must be at least a pond, creek, or maybe a large fountain. If the water elemental moves far away from the body of water the empowerment ends. Resist weapon damage 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 18 16 12 40

Air Elemental

Normal 5th level Wrecker Elemental Initiative: +11 Slam +10 vs. AC—12 damage C: Swirling winds +10 vs. PD (1d3 random nearby conscious enemies)—14 damage Natural even hit: The target pops free from the elemental. Flight: It’s quick and lively. Resist non-spell damage 16+: When a non-spell attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Whirlwind transformation: Roll a d10 at the start of each of the air elemental’s turns. If you roll less than or equal to the escalation die, it shifts into whirlwind form until the end of the battle. While in this form it gains the following improved attack (and you stop rolling whirlwind transformation checks): Elemental whirlwind +10 vs. PD (each enemy engaged with it and one nearby enemy)—14 damage Miss: Half damage. AC PD MD HP 20 19 15 52

Earth Elemental

Normal 5th level Blocker Elemental Initiative: +7 Rocky fists +9 vs. AC (2 attacks)—11 damage Miss: 4 damage. Boulder up: Roll a d10 at the start of each of the earth elemental’s turns. If you roll less than or equal to the escalation die, it shifts into boulder guardian form until the end of the battle. While in this form, it gains a +2 bonus to AC and the relentless pursuit ability (and you stop rolling boulder up checks). Relentless pursuit: The elemental must be in boulder guardian form to use this ability. Staggered enemies can’t disengage from the earth elemental. (They can pop free, but they can’t roll disengage checks.) Repair damage 10 and below: When the earth elemental is targeted by a natural attack roll of 10 or less, the elemental heals 1d12 damage before taking any damage from the attack. AC PD MD HP 21 20 15 66

Fire Elemental

Normal 5th level Wrecker Elemental Initiative: +10 Whipping flames +10 vs. PD—14 fire damage, and 7 ongoing fire damage to a random nearby enemy (including an unconscious one) Melee burn: When an enemy makes a natural odd melee attack roll against the fire elemental, that attacker takes 1d12 fire damage. Resist fire 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. Wildfire transformation: Roll a d10 at the start of each of the fire elemental’s turns. If you roll less than or equal to the escalation die, it shifts into wildfire form until the end of the battle. While in this form, it gains the following improved attack (and you stop rolling wildfire transformation checks): C: Elemental wildfire +10 vs. PD (one nearby enemy OR each nearby enemy taking ongoing fire damage)—20 fire damage, and 7 ongoing fire damage Miss: 7 ongoing fire damage. AC PD MD HP 21 20 17 64

Water Elemental

Normal 5th level Blocker Elemental Initiative: +9 Surge +9 vs. AC (up to 2 enemies)—14 damage Miss: The elemental heals 6 hp. Great wave transformation: Roll a d10 at the start of each of the water elemental’s turns. If you roll less than or equal to the escalation die, it shifts into great wave form until the end of the battle. While in this form, each enemy engaged with the elemental is hampered (and you stop rolling great wave transformation checks). Liquid empowerment: The water elemental gains a +2 bonus to attacks and all defenses while it’s in contact with a body of water, or while it’s nearby a sizeable body of water. A bucket or a bathtub of liquid doesn’t count; it must be at least a pond, creek, or maybe a large fountain. If the water elemental moves far away from the body of water the empowerment ends. Resist weapon damage 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 20 18 14 66

Big Air Elemental

Normal 7th level Wrecker Elemental Initiative: +14 Slam +13 vs. AC—20 damage C: Swirling winds +13 vs. PD (1d3 random conscious nearby enemies)—22 damage Natural even hit: The target pops free from the elemental. Flight: It’s quick and direct. Resist non-spell damage 16+: When a non-spell attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Whirlwind transformation: Roll a d8 at the start of each of the air elemental’s turns. If you roll less than or equal to the escalation die, it shifts into whirlwind form until the end of the battle. While in this form it gains the following improved attack (and you stop rolling whirlwind transformation checks): Elemental whirlwind +13 vs. PD (each enemy engaged with it and one nearby enemy)—22 damage Miss: Half damage. AC PD MD HP 22 21 17 88

Big Earth Elemental

Normal 7th level Blocker Elemental Initiative: +9 Rocky fists +11 vs. AC (2 attacks)—16 damage Miss: 7 damage. Boulder up: Roll a d8 at the start of each of the earth elemental’s turns. If you roll less than or equal to the escalation die, it shifts into boulder guardian form until the end of the battle. While in this form, it gains a +2 bonus to AC and the relentless pursuit ability (and you stop rolling boulder up checks). Relentless pursuit: The elemental must be in boulder guardian form to use this ability. Staggered enemies can’t disengage from the earth elemental. (They can pop free, but they can’t roll disengage checks.) Repair damage 10 and below: When the earth elemental is targeted by a natural attack roll of 10 or less, the elemental heals 3d6 damage before taking any damage from the attack. AC PD MD HP 23 22 17 94

Big Fire Elemental

Normal 7th level Wrecker Elemental Initiative: +13 Whipping flames +12 vs. PD—22 fire damage, and 11 ongoing fire damage to a random nearby enemy (including an unconscious one) Melee burn: When an enemy makes a natural odd melee attack roll against the fire elemental, that attacker takes 2d12 fire damage. Resist fire 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. Wildfire transformation: Roll a d8 at the start of each of the fire elemental’s turns. If you roll less than or equal to the escalation die, it shifts into wildfire form until the end of the battle. While in this form, it gains the following improved attack (and you stop rolling wildfire transformation checks): C: Elemental wildfire +12 vs. PD (one nearby enemy OR each nearby enemy taking ongoing fire damage)—30 fire damage, and 11 ongoing fire damage Miss: 11 ongoing fire damage. AC PD MD HP 23 22 19 92

Big Water Elemental

Normal 7th level Blocker Elemental Initiative: +11 Surge +11 vs. AC (up to 2 enemies)—22 damage Miss: The elemental heals 9 hp. Great wave transformation: Roll a d8 at the start of each of the water elemental’s turns. If you roll less than or equal to the escalation die, it shifts into great wave form until the end of the battle. While in this form, each enemy engaged with the elemental is hampered (and you stop rolling great wave transformation checks). Liquid empowerment: The water elemental gains a +2 bonus to attacks and all defenses while it’s in contact with a body of water, or while it’s nearby a sizeable body of water. A bucket or a bathtub of liquid doesn’t count; it must be at least a pond, creek, or maybe a large fountain. If the water elemental moves far away from the body of water the empowerment ends. Resist weapon damage 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 22 20 16 100

Epic Air Elemental

Normal 9th level Wrecker Elemental Initiative: +16 Slam +15 vs. AC—40 damage C: Swirling winds +15 vs. PD (1d3 random conscious nearby enemies)—40 damage Natural even hit: The target pops free from the elemental. Flight: It’s quick and forceful. Resist non-spell damage 16+: When a non-spell attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Whirlwind transformation: Roll a d6 at the start of each of the air elemental’s turns. If you roll less than or equal to the escalation die, it shifts into whirlwind form until the end of the battle. While in this form it gains the following improved attack (and you stop rolling whirlwind transformation checks): Elemental whirlwind +15 vs. PD (each enemy engaged with it and one nearby enemy)—40 damage Miss: Half damage. Nastier Specials R: Gale force jets +15 vs. PD (one nearby or far away enemy)—40 damage Natural even hit: The target is dazed until the end of its next turn. Natural even miss: Half damage. AC PD MD HP 24 23 19 140

Epic Earth Elemental

Normal 9th level Blocker Elemental Initiative: +12 Rocky fists +13 vs. AC (2 attacks)—28 damage Miss: 14 damage. Boulder up: Roll a d6 at the start of each of the earth elemental’s turns. If you roll less than or equal to the escalation die, it shifts into boulder guardian form until the end of the battle. While in this form, it gains a +2 bonus to AC and the relentless pursuit ability (and you stop rolling boulder up checks). Relentless pursuit: The elemental must be in boulder guardian form to use this ability. Staggered enemies can’t disengage from the earth elemental. (They can pop free, but they can’t roll disengage checks.) Repair damage 10 and below: When the earth elemental is targeted by a natural attack roll of 10 or less, the elemental heals 5d6 damage before taking any damage from the attack. Nastier Specials Endless vitality: When an enemy engaged with the epic earth elemental heals using one or more recoveries, the elemental heals 5d6 hit points. AC PD MD HP 25 24 19 170

Epic Fire Elemental

Normal 9th level Wrecker Elemental Initiative: +15 Whipping flames +14 vs. PD—40 fire damage, and 20 ongoing fire damage to a random nearby enemy (including an unconscious one) Melee burn: When an enemy makes a natural odd melee attack roll against the fire elemental, that attacker takes 3d12 fire damage. Resist fire 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. Wildfire transformation: Roll a d6 at the start of each of the fire elemental’s turns. If you roll less than or equal to the escalation die, it shifts into wildfire form until the end of the battle. While in this form, it gains the following improved attack (and you stop rolling wildfire transformation checks): C: Elemental wildfire +14 vs. PD (one nearby enemy OR each nearby enemy taking ongoing fire damage)—55 fire damage, and 20 ongoing fire damage Miss: 20 ongoing fire damage. Nastier Specials Fligh: Fire elementals that can fly are rare. This one can, and it only touches the ground to set something ablaze. AC PD MD HP 24 24 21 166

Epic Water Elemental

Normal 9th level Blocker Elemental Initiative: +14 Surge +13 vs. AC (up to 2 enemies)—22 damage Miss: The elemental heals 9 hp. Great wave transformation: Roll a d6 at the start of each of the water elemental’s turns. If you roll less than or equal to the escalation die, it shifts into great wave form until the end of the battle. While in this form, each enemy engaged with the elemental is hampered (and you stop rolling great wave transformation checks). Liquid empowerment: The water elemental gains a +2 bonus to attacks and all defenses while it’s in contact with a body of water, or while it’s nearby a sizeable body of water. A bucket or a bathtub of liquid doesn’t count; it must be at least a pond, creek, or maybe a large fountain. If the water elemental moves far away from the body of water the empowerment ends. Resist weapon damage 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC PD MD HP 24 22 18 170

Ettercap

Ettercap Acolyte

Normal 1st level Mook Humanoid Initiative: +2 Sacrificial dagger +6 vs. AC—3 damage Fanatical devotion: As a standard action, an ettercap acolyte can deal 2d6 poison damage to one dazed, hampered, or stuck enemy engaged with it. The ettercap acolyte also takes 7 damage from this kamikaze action, killing it. Goopy webs: When an enemy of level 3 or lower rolls a natural 1–5 with a melee attack against an ettercap acolyte, that enemy is dazed (save ends). AC PD MD HP 16 13 15 7

Ettercap Hunter

Normal 2nd level Blocker Humanoid Initiative: +6 Poison bite +7 vs. AC—6 damage, and 4 ongoing poison damage Miss: If the target is dazed, hampered, or stuck, it takes 4 extra damage. C: Web spray +8 vs. PD (1d4 nearby enemies in a group)—3 damage Natural even hit: The target is hampered (save ends). Natural odd hit: The target is stuck (save ends). Limited use: 1/battle. Goopy webs: When an enemy of level 4 or lower rolls a natural 1–5 with a melee attack against an ettercap hunter, that enemy is dazed (save ends). AC PD MD HP 18 14 14 32

Ettercap Supplicant

Normal 3rd level Caster Humanoid Initiative: +6 Sacrificial dagger +7 vs. AC—8 damage, and the ettercap supplicant can use the web that burns an additional time this battle. R: The skein of pain +8 vs. MD—10 psychic damage, and until the end of the battle, the target takes 1d6 psychic damage each time it fails a save. C: The web that burns +8 vs. PD (1d3 nearby enemies in a group)—6 ongoing acid damage Natural even hit: The target is hampered (save ends). Limited use: 1/battle. Goopy webs: When an enemy of level 5 or lower rolls a natural 1–5 with a melee attack against an ettercap supplicant, that enemy is dazed (save ends). AC PD MD HP 18 14 17 44

Ettercap Warrior

Normal 3rd level Blocker Humanoid Initiative: +9 Thrusting spear +9 vs. AC—8 damage Natural 16+: The ettercap warrior can make a poison bite attack as a free action. Natural even miss: 4 damage. Poison bite +9 vs. AC—6 damage, and 4 ongoing poison damage Miss: If the target is dazed, hampered, or stuck, it takes 4 damage. C: Web spray +9 vs. PD (1d4 nearby enemies in a group)—4 damage Natural even hit: The target is hampered (save ends). Natural odd hit: The target is stuck (save ends). Limited use: 1/battle. Goopy webs: When an enemy of level 5 or lower rolls a natural 1–5 with a melee attack against an ettercap warrior, that enemy is dazed (save ends). AC PD MD HP 20 15 15 48

Ettercap Keeper

Normal 4th level Leader Humanoid Initiative: +7 Staff and fangs +9 vs. AC—10 damage Natural even hit or miss: 5 ongoing poison damage. R: Staff of tongues +9 vs. MD (one nearby or far away enemy)—15 psychic damage, and the target can’t cast spells or speak (save ends) C: Her first whisper +9 vs. MD (each nearby enemy engaged with one or more ettercaps)—10 ongoing psychic damage Limited use: 1/battle. R: Her other thought +9 vs. MD (one nearby enemy per point on esc. die)—13 psychic damage Miss: 7 psychic damage. Limited use: 1/battle. The web of faith: While one or more lower-level non-mook ettercap allies are nearby it, the ettercap keeper gains resist damage 16+. Goopy webs: When an enemy of level 6 or lower rolls a natural 1–5 with a melee attack against an ettercap keeper, that enemy is dazed (save ends). AC PD MD HP 20 15 18 50

Ettin

Large 5th level Troop Giant Initiative: +9 First big swing +10 vs. AC—25 damage, and the target pops free from the ettin; then as a free action, the ettin can move (or choose not to move) and make a second swing attack. [Special trigger] Second swing +10 vs. AC (different target from first big swing)—15 damage Two-headed save: If an ettin’s first save against an effect fails, it can roll a second save. Nastier Specials Big bully: The ettin deals double damage with its attacks against staggered enemies. Escalating agreement: If the escalation die is 3+, the ettin can target two engaged enemies with its first big swing attack. AC PD MD HP 21 18 14 160

Flower of Unlife

All flowers of unlife have a nastier special available called Iconic energy drain. When a PC is associated with an icon that is also associated with the flower of unlife (e.g. undead or nature icons), and he rolls a natural 1–5 with an attack against the flower, the attacker takes 2d6 damage and the flower heals that many hit points.

Death Blossom

2x 6th level Caster Undead Initiative: +10 Vulnerability: holy Sapping touch +11 vs. AC—16 negative energy damage Natural 4, 8, 12, 16, or 20: The target is weakened (save ends). R: Unlife ray +11 vs. PD—24 negative energy damage Natural odd hit: The target takes 1d6 extra negative energy damage for each unexpended recovery it has. Natural odd miss: If the target currently has less than its maximum recoveries, it gains a recovery! Gaining a recovery is not healing, but it can use that recovery later to heal as normal. Red-yellow resurrection: When the death blossom drops to 0 hit points, it’s destroyed until the start of its next turn. At the start of its next turn, it returns to life as a blood rose or poison dandelion that lacks the black-gray resurgence ability but is otherwise undamaged and whole. AC PD MD HP 21 19 17 100

Lich Flower

2x 6th level Blocker Undead Initiative: +10 Vulnerability: holy Contact dust +11 vs. PD—14 poison damage Natural 4, 8, 12, 16, or 20: The target is stuck (save ends). Strange vapors: While engaged with the lich flower, non-undead and non-plant creatures are dazed (–4 attacks). Red-yellow resurrection: When the lich flower drops to 0 hit points, it’s destroyed until the start of its next turn. At the start of its next turn, it returns to life as a blood rose or poison dandelion that lacks the black-gray resurgence ability but is otherwise undamaged and whole. AC PD MD HP 21 17 19 100

Blood Rose

2x 6th level Wrecker Undead Initiative: +10 Vulnerability: fire Fangs in the blossoms +11 vs. AC—20 damage Natural odd hit: The target takes 10 ongoing damage. Natural odd miss: 5 ongoing damage. Bristling thorns: When a creature makes a melee attack against the blood rose, that creature takes damage equal to its natural attack roll. Black-gray resurgence: When the blood rose drops to 0 hit points, it is destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. AC PD MD HP 22 20 20 110

Poison Dandelion

2x 6th level Spoiler Undead Initiative: +10 Vulnerability: fire Green spikes +11 vs. AC (2 attacks)—15 damage Natural odd hit: The target takes 10 ongoing poison damage. C: Whirling seeds +11 vs. AC (each nearby non-plant or non-undead creature)—15 ongoing poison damage, and undead creatures and plant creatures in the battle add the escalation die to their attacks against the target (save ends both) Limited use: The poison dandelion can only use this attack when the escalation die is odd. Black-gray resurgence: When the poison dandelion drops to 0 hit points, it’s destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. AC PD MD HP 24 19 19 110

Fungaloid

Some fungaloids can make special attacks. For those, add the fungaloid creature’s level to attacks and damage, as indicated.

**C: Poison tentacles 5 + level vs. PD (1d3 nearby enemies)—**3 + level poison damage, and the target is vulnerable to fungal attacks (save ends)

**C: Brown noise 5 + level vs. PD (1d3 nearby enemies)—**3 + level ongoing thunder damage

**C: Hallucinogenia 3 + level vs. MD (one nearby enemy)—**The target is confused (easy save ends, 6+)

**C: Infectious spores 5 + level vs. PD (1d3 nearby enemies)—**3 + level ongoing poison damage

**C: Piercing shriek 5 + level vs. PD (1d3 nearby enemies)—**4 + level psychic damage

Fungaloid Creeper

Normal 1st level Troop Plant Initiative: +3 Probing tendrils +6 vs. AC (1d3 attacks)—2 damage Natural 18+: The target is stuck until the end of its next turn. Natural 1-5: Both the fungaloid and its target take 1d4 damage. Food is here: When a fungaloid creeper scores a critical hit with an attack, all nearby fungaloids move to engage the fungaloid’s target, even if that target has dropped to 0 hp. The move is a free action, and engaged creepers can roll disengage attempts instead of taking opportunity attacks. Slow, rolling wave: Whenever the escalation die is even, each creeper must succeed on a normal save at the start of its turn or lose its move action that turn. Nastier Specials Fungal attack—Make ONE fungal attack AC PD MD HP 16 15 10 30

Aerial Spore

Normal 2nd level Mook Plant Initiative: +1 C: Stinging tendrils +6 vs. PD (one nearby enemy)—4 poison damage, and the target is weakened until the end of its next turn Puffball exploder: The first time each round an aerial spore in the battle drops to 0 hp, it explodes and 1d3 nearby non-fungus non-construct creatures are covered in spores and begin to choke. Until the end of the battle, when a choking creature rolls a natural 1–5 on an attack roll, it takes damage equal to the natural roll. If a creature is affected twice by this attack, the damage it takes on a natural 1–5 doubles; if affected three times, it triples, etc. Spores: A creature choking from puffball exploder can use a standard action to wash the spores off itself and/or cough them up, preventing further choking effects until it’s affected by puffball exploder again. Weightless: The aerial spore floats upon air currents, but it prefers to stay within 5 to 7 feet of the ground so it can use its tendrils to keep it in place or propel it. A free-floating spore too far away from the ground to use its tendrils can easily be blown about from strong winds or similar magical effects. AC PD MD HP 15 9 13 7

Sporrior

Normal 2nd level Wrecker Plant Initiative: +10 Chitinous bite +7 vs. AC—5 damage Natural even hit or miss: The sporrior can make a spore cloud attack this turn as a quick action. R: Parasitic darts +6 vs. AC (1d3 nearby or far away enemies in a group)—5 poison damage Natural even hit or miss: The sporrior can make a spore cloud attack this turn as a quick action. C: Spore cloud +6 vs. PD (1d3 nearby enemies)—4 poison damage Sprinter: A sporrior gains an extra move action when the escalation die is odd. Wall-crawler: A sporrior can climb on ceilings and walls as easily as it moves on the ground. AC PD MD HP 18 16 12 36

Fungaloid Drudge

Normal 3rd level Troop Plant Initiative: +5 Pitchfork +8 vs. AC—10 damage Natural 16+: The drudge can make a fungal attack this turn as a quick action. Fungal attack—Make ONE fungal attack AC PD MD HP 19 17 13 32

Braincap

2x 3rd level Wrecker Plant Initiative: +5 Programmed brain: During its turn when one or more nearby enemies are staggered, the braincap uses focused brain blast. When no enemies are staggered, the braincap uses hallucinogenia if its hit points are even, and psionic filaments if its hit points are odd. R: Focused brain blast +8 vs. PD (1 nearby or far away staggered enemy)—21 force damage Miss: 5 psychic damage. C: Hallucinogenia +8 vs. MD (1d3 nearby enemies)—The target is confused (easy save ends, 6+) and vulnerable to psychic damage until the end of the battle Miss: The target sees odd colors at the corners of its vision until it has taken a full heal-up (–2 penalty to skill checks to see things). C: Psionic filaments +8 vs. MD (1d3 nearby enemies)—15 psychic damage Lost opportunity: This creature can’t make opportunity attacks. AC PD MD HP 19 13 17 90

Fungaloid Monarch

2x 4th level Leader Plant Initiative: +8 Mycotic scepter +9 vs. AC—24 damage Natural 12+: One nearby fungaloid can make a fungal attack as a free action. Natural 16+: Up to three nearby fungaloids can each make a fungal attack as a free action. Natural 20: Up to five nearby fungaloids can each make a fungal attack as a free action. Group mind: The monarch’s attacks deal +1 damage for each other allied creature with the plant type in the battle (max +10). Drudge-summons: If there are not enough nearby fungaloids to use up all the fungal attacks granted by the mycotic scepter, skip the extra fungal attacks but add a full-strength fungaloid drudge to the battle next to the fungaloid monarch. AC PD MD HP 20 14 18 98

Fungaloid Empress

Huge 4th level Wrecker Plant Initiative: +15 Crushing limbs +9 vs. AC (1d3 enemies engaged with the empress)—18 damage Combat womb: At the end of each of the empress’ turns, if there are fewer than two elder spores (see below) per enemy, add a number of elder spores to the battle so that there are two spores per enemy. A spore can “sprout” already engaged with a nearby or far away enemy or on its own, it’s up to you. Sporulating spiracles: Fungus grows on everything in the area! Whenever a non-fungus creature attempts to move, it must make a DC 18 Dexterity or Strength check to do so or it loses its move action. If the creature uses a standard action to clear away fungus, it can move normally that turn. AC PD MD HP 20 18 18 170

Elder Spore

Normal 4th level Mook Plant Initiative: Directly after the fungaloid empress in the initiative order Slime spikes +9 vs. AC—6 poison damage AC PD MD HP 18 12 16 7

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